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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:

  1. Inner door: On ClickPlay Animation (play).
  2. Add an Animation Finished watching that clip.
  3. Wire it into the outer door's Play Animation (play).

The outer door starts the instant the inner one has finished, everywhere.

Tip

Wire it into a Counter to count completed cycles, or into a Sound node for a latch click at the end of a movement.