Animation Marker
Pulses as the playhead crosses a named marker inside a clip — so a footstep, a puff of dust or a latch click can sit at an exact frame of a movement instead of only at its end.
Output: event — 1 for a short window as the marker passes, 0 otherwise.
Inputs
None.
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| name | (empty) | which marker to watch. Empty means any marker on the clip — one node for "every beat" |
| pulse | 0.3 s | how long the output stays at 1 |
Adding markers
In the Animation window, park the playhead where you want the moment and add a marker from the marker row; double-click it to rename. Markers are part of the clip, so they save, replicate and undo with it.
Which object?
Inside an object flow it watches that object's clips; elsewhere, connect an Object Selector.
Loops are handled properly
Crossing a marker is worked out from where the playhead was last frame and where it is now — and when a loop wraps back to the start, the two real pieces of travel are tested separately. A marker just before the loop point fires once per lap, not never; one just after fires once, not twice.
Practical example
Footsteps on a walk cycle:
- Scrub to the frame where the left foot lands and add a marker named
step; do the same for the right. - Add an Animation Marker with name
step, and wire it into a Sound node.
Both footfalls now play at the right frame, for every peer, at any playback speed.
Tip
Leave name empty and one node fires on every marker in the clip — handy for driving a Counter or a particle burst on each beat.