CUA Timeline Guide and Demonstration

Guides CUA Timeline Guide and Demonstration

This guide has been completely rewritten to provide an 83-step explanation in how to turn a fire particle effect on and off using Timeline, as well as activating sounds and building an animation start button. A new fire effect is added to this post and included in the Timeline CUA Setup Scene. The setup scene provides a starting point for you to follow along with in this guide. There are also completed scenes provided for each of the three parts of this guide.

This guide includes a demonstration of an elf mage casting a fire spell. Timeline will be used in the animation of the hands, as well as activating triggers for the CUA to turn on and off. When using Timeline* to turn CUA on and off, it is not recommended to add Timeline to the CUA itself, instead use another atom in the scene, such as a person, or perhaps an empty atom.
* Please note that Timeline requires Virt-A-Mate version 1.20.77 or more recent!

The guide is divided into 3 parts.
Part 1 = build triggers for CUA (steps 1 to 50)
Part 2 = add triggers for sounds (steps 51 to 74)
Part 3 = add options to play the animation when the scene loads (steps 75 to 83)


LET US BEGIN.

Part 1

1. In order to follow along with this guide, please open up the "Timeline CUA Setup Scene" posted to this resource. Select the person and the plug-in tab for the person and open the GUI for the Timeline plugin. The default view for Timeline is the Target menu as circled below.
T1.jpg



2. Click the Edit menu. The Edit menu has some global settings that we would like to adjust.
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3. We would like to increase the length of time for this animation in the Edit menu.
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4. Click the +1 second button until the count reaches 15 seconds.
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5. Once you have the length set to 15 seconds, click the Apply button.
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6. Click the + button to the right of the Targets button.
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7. In this menu one can select the controls to add to the animation, such as head controls, shoulder controls, etc. Click the > button highlighted below until it reaches rHandControl for right hand control.
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8. When you have found rHandControl, click the Add button.
T8.jpg



9. You will see that the rHand control is added to Animation 1.
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10. Go to the Add controls selection again, find lHandControl for left hand control and click the Add button highlighted below.
T10.jpg



11. Now you see that lHand (left hand control) is added to Animation 1.
T11.jpg



12. Since we want the hands to start at the animation in their current position, we will not move the hands. Instead click the +1 second button till you get to 3 seconds.
T12.jpg



13. Now you will see the timeline has moved to 3 seconds. Please note that there aren't any diamond nodes for the hand controls at this point, this is because nothing has yet been changed. Timeline inserts nodes when something about the scene changes, such as control position changes or the addition of triggers.
T13.jpg



14. Now move both of the hands to be slightly underneath the fire CUA. You can keep adjusting the hands until you get the desired pose. Note that in the timeline there are now nodes designating the changes for both the hands.
T14.jpg



15. We want to maintain the positions of the hands for most of the scene. In order to minimize movement, we will copy and paste the nodes. Click the Copy button highlighted below.
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16. Click the +1 second button.
T16.jpg


17. Then click the Paste button.
T17.jpg


18. Keep clicking the +1 second, and then paste button repeatedly and stop at 12 seconds.
T18.jpg



19. If you followed these steps, the timeline will look like the below image.
T19.jpg



20. You can click the "Anim 1" play button to see what the hand animations look like so far. Since there is only one animation, you can also click the "All" button to see the animation as well.
T20.jpg



21. If you click the Stop button once, it will pause the animation. If you click the Stop button a second time, the animation will reset to time = 0 seconds. Please click the Stop button twice and proceed to the next step.
T21.jpg



22. Click the + button next to Targets menu since we need to add more controls to our animations, specifically for triggers.
T22.jpg



23. Now we will add a triggers track to turn the fire cua off and on. Click the Add Triggers Track button.
T23.jpg



24. After you clicked the Add Triggers Track you will see Trigger 1 added to the animation timeline.
T24.jpg



25. Now click the Targets button to go back to the Targets menu.
T25.jpg



26. Here you will see the Triggers 1 box in the upper right corner. Click the square area of the Triggers 1 box as indicated by the arrow.
T26.jpg



27. Now you will see the Triggers Actions menu. This is the typical trigger menu for VAM which includes Start Actions, Transition Actions, and End Actions. For our purposes here, let's just use Start Actions. Click the Add Discrete Action button while being in the Start Actions tab.
T27.jpg



28. After clicking the Add Discrete Action button you will see an action row as the arrow points to below. Click the Settings button.
T28.jpg



29. You will see a menu with Receiver Atom, Receiver and Receiver Target.
T29.jpg




30. Click the Receiver Atom and you will see a list of all potential receiver atoms in the scene, as shown below. We will want to select the fire cua atom.
T30.jpg



31. Here it shows that fire cua is selected as the Receiver Atom.
T31.jpg




32. Click on the gray box for receiver as pointed to below and from the drop-down list select AtomControl.
T32.jpg



33. Click on the gray box for Receiver Target and from the drop-down list select "on." This trigger basically controls whether an atom is on or off.
T33.jpg


34. In this trigger, when the checkbox is unchecked, this will turn the atom (the fire cua) off. If the box has the checkmark turned on, the atom will be turned on. At time 0, we want the fire to be off at the start of the animation, so make sure the box is not checked, as seen below.
T34.jpg



35. Clicking the Test button will test the trigger and will execute the action, in this case it will turn the fire cua off and you will no longer see the flames. Let us leave the flames off and continue to the next step.
T35.jpg



36. Click OK to leave this menu.
T36.jpg



37. This is the only action we will add to the trigger at time 0, so click the Done button to leave this menu.
T37.jpg



38. Click the +1s button to go to time 3 seconds on the timeline. Note that the hands will move to the position that was set earlier.
T38.jpg



39. Click the Triggers 1 box. We are now going to set the trigger to turn on the fire cua at the 3 second mark.
T39.jpg



40. Click Add Discrete Action.
T40.jpg



41. Click Settings.
T41.jpg



42. We are going to be selecting the fire cua again as the receiver atom.
T42.jpg



43. The steps are similar to before. Select fire cua as Receiver Atom. AtomControl as the Receiver. And Receiver Target as "on." At 3 seconds we want the fire CUA to turn on, so make sure the checkmark is turned on in the middle of the menu. When you are done, click the Ok button at the bottom right.
T43.jpg



44. Click the Done button.
T44.jpg



45. Now click the +1 second button and keep going until you reach the 12 second point in the timeline as shown below.
T45.jpg



46. Click the Triggers 1 gray box.
T46.jpg



47. Click Add Discrete Action.
T47.jpg



48. We are now going to turn off the fire cua atom. You should have the routine down by now. As before, select fire cua, AtomControl and On. This time make sure the box is not checked, again, this trigger will turn off the fire atom at the 12 second mark. Click Ok when you have completed the setup.
T48.jpg



49. Click Done.
T49.jpg



50. Now, click the "Anim 1" button to play the animation and watch the results of your labor. Now is a good time to save the new scene. This is the end of Part 1.
T50.jpg



Part 2

51. Click on the Stop button 2 times in order to stop the animation and reset the animation to time = 0.
T51.jpg



52. To keep our triggers organized, we will only use Triggers 1 on the timeline for turning the fire cua on and off. We will make a new trigger to activate sound effects. Click the "+" button to go to the menu to add a new trigger track.
T52.jpg



53. Click Add Triggers Track.
T53.jpg



54. We can see that Triggers 2 is now added to the Timeline.
T54.jpg



55. Click on the +1s three times to go to the 3 second mark.
T55.jpg



56. Click the Targets menu.
T56.jpg



57. Click the gray box for Triggers 2.
T57.jpg



58. Click the Add Discrete Action button.
T58.jpg



59. Click Settings.
T59.jpg



60. In the Receiver Atom, click the gray box and you will see a list of potential receiver atoms. Select the AudioSource atom.
T60.jpg



61. In the list for Receiver, select AudioSource.
T61.jpg



62. For Receiver Target, scroll down until you see "PlayNow" and select that. What PlayNow does is it will tell the AudioSource to play a sound, even if the AudioSource was already playing another sound, basically overriding what the audio source was doing previously to the trigger being activated.
T62.jpg



63. In this order, select Clip Type as "URL" first. Then, select the Clip Category as "Web." And finally select the Clip as the ignite sound that is already included in this scene, as shown in this image below.
T63.jpg



64. Click "OK."
T64.jpg



65. Click "Done." From now on, I am not going to show the click OK and click Done steps, I will just say to close out the menus.
T65.jpg



66. Click +1s to go to 4 seconds in the timeline.
T66.jpg



67. Click on the gray box for Triggers 2.
T67.jpg



68. Click Add Discrete Settings, then click Settings. I am going to start listing multiple steps since you should be getting an understanding of the steps.
T68.jpg



69. Fill in all the boxes as shown in the image below. Please note now that we will now use a fire crackling sound that is designed to seamlessly play over and over again. To do this, we will use the Receiver Target of PLayNowLoop as shown in the image. This means that the sound will keep playing until another trigger is sent to the AudioSource. After you made all the selections, click Ok and Done to close out the menus and return to the Timeline menu.
T69.jpg



70. Now we will use the +1s button to go to the point in the Timeline in which the fire effect is scheduled to turn off. This is at the 12 second point. Since the fire effect turns off at that time, we want the fire sound to stop as well.
T70.jpg



71. Click on the Triggers 2 box.
T71.jpg



72. Click Add Discrete Action, then Settings.
T72.jpg



73. This time, select the Receiver Atom as AudioSource, the Receiver as AudioSource and the Receiver Target as Stop. This will trigger the audio source to stop playing the sound. Close out the menus clicking Ok and Done as before.
T73.jpg



74. Click the "Anim 1" play button to test out the new sounds with the animation.
T74.jpg



Part 3

75. Click the Stop button twice to stop and rest the animation. Now would also be a good time to save your new scene. Let's now look at ways in which we might start the animation when the scene is loaded. One method is to set the timeline animation to start automatically playing when the scene loads. Click the Sequence menu to explore this option.
T75.jpg



76. In the Sequence menu, clicking the checkbox for "Auto play on load" and turning the checkmark on will mean that the animation will automatically play when the scene is loaded. Turning the checkmark off will deactivate this feature. Let us leave this checkbox left unmarked for now as we will try another option to start the effect.
T76.jpg



77. Open Add Atom Menu.
T77.jpg



78. Select Triggers, UI Button, then Add Atom.
T78.jpg




79. Select the new UI Button, then when in the Button tab, give the button a name, like "start." Then click on the Button Trigger tab.
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80. While in the Button Trigger tab, click Add Click Action.
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81. Click Settings.
T81.jpg



82. Since timeline is connected to the person, we need to select the person as the Receiver Atom. When you select the person then one of the Receiver items that will be listed is the Timeline Plugin. The receiver target is then the action to "play." The trigger in the UI button will command timeline to play the animation when the UI button is clicked upon. When you have selected all the items listed in Receiver, click Ok.
T82.jpg



83. Now save the scene. When you click on the start UI button and the animation will play. This is the end of Part 3.
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Warm regards,
Farger
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Latest updates

  1. Expanded the guide to three parts: triggering CUA, triggering sounds and activating animations

    This update expands this guide and organizes it into 3 parts. Part 1 centers upon triggering...
  2. Totally rebuilt this post as a 50-step guide for building CUA triggers in Timeline

    This update transforms this post into a 50 step guide. A Timeline CUA Setup scene has been...

Latest reviews

Thank you for updating with finite detail.
Farger
Farger
I hope that it is helpful. I also added a new slow start fire effect to use in developing the scene so that when the CUA is turned on the fire builds gradually larger. Thank you for the review.
Upvote 0
man oh man i needed this :}
Farger
Farger
I hope that it helps in building new scenes. Thank you for the review.
Upvote 0
Every detail has been covered so perfect!!!
Farger
Farger
Please let me know if you have any questions or if there is anything that I need to better explain.
Upvote 0
thank you
Farger
Farger
Thank you for the review.
Upvote 0
Yes had bit of trouble with this. What was doing was hiding the effect out the scene and pulling it in abruptly.
Farger
Farger
The scene is a simple loop to start and stop a flame CUA. I can make an update so that it doesn't occur so quickly. I will expand upon this guide and make an explanation on how to add the triggers. Thank you for the feedback and the review, more to come.
Upvote 0
What an amazing guide!
Thank You Farger
Upvote 0
I think you should add "trigger" to the tags. so if anyone searches for such this would also pop up since it's a quick guide to using triggers also.
Farger
Farger
Good idea, I added the tags. Thank you.
Upvote 0
Great job Farger, Nicely Explained on how to use a trigger for a unity asset in timeline. easy to follow guide for new users.
Farger
Farger
Thank you for the nice review.
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