Animation Finished
Pulses when a once clip reaches its end — the other half of Play Animation, so a movement can hand off to whatever comes next.
Output: event — 1 for a short window when the clip finishes, 0 otherwise.
Inputs
None.
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| clip | (the active clip) | which clip to watch — leave empty for whichever is playing |
| pulse | 0.3 s | how long the output stays at 1 |
Which object?
Inside an object flow it watches that object's clips. Elsewhere, connect an Object Selector.
A looping clip never finishes, so it never fires. Use Animation Marker for a moment inside a loop.
Everyone agrees, with no message
Each peer's runtime reaches the end of the clip at the same moment on the shared clock, so the pulse is raised locally on every peer rather than broadcast. Nothing to lose, nothing to wait for.
Practical example
A two-stage airlock:
- Inner door: On Click → Play Animation (
play). - Add an Animation Finished watching that clip.
- Wire it into the outer door's Play Animation (
play).
The outer door starts the instant the inner one has finished, everywhere.