⌚
Timeflow
  • ⌚Introduction
  • 📗User Guide
    • â–ļī¸Getting Started
      • ✅Requirements
      • âŦ‡ī¸Installation
      • 🚀Quick Start
      • âœī¸Workflow
      • đŸŽŦRender Pipeline
      • â¯ī¸Editor vs Runtime
      • đŸĻŋHow it Works
      • â›‘ī¸Potential Issues
      • ⚡Optimization
      • 🔨3rd Party Tools
      • đŸ”ĸUpgrading Guide
    • â„šī¸Timeflow Editor
      • đŸŽ›ī¸Menu Bar
      • â˛ī¸Time
      • Local Time Scope
      • 🧰Work Area
      • âš™ī¸Settings
      • âŗUpdate Settings
      • đŸ“ēDisplay Lists
      • đŸ”ģMarkers
      • đŸ”ĩObject
      • 🏭Managed Objects
      • ⚡Quick Select Objects
      • âš’ī¸Tools
    • đŸŽŦTimeflow View
      • 🔩Toolbar
        • 🔑Auto Keyframing
        • â¯ī¸Play Controls
        • đŸĨ…Work Area
        • â¯ī¸Current Time
        • đŸŽŧMusical Timing
        • 🌐Grid and Snap
        • 🔸Keyframe Values
        • đŸ”ģMarkers
      • â˛ī¸Timeline
      • 📐Time Navigation
      • Local Time Scope
      • 🎏Track View
      • â†˜ī¸Selection
      • 📰Object Panel
      • đŸ“ēDisplay Lists
      • 🍱Channels
      • đŸŖProperties
      • 🔗Channel Link
      • đŸšĨSwitches
      • 📅Values Column
      • đŸ›¤ī¸Tracks
      • 🔸Keyframes
      • đŸ“ļAlignment Tools
      • ⌛Time Offset
      • đŸ”ĸInfo Panel
      • 📉Graph View
      • âœ‚ī¸Keyframe Tools
    • 🍰Menus & Shortcuts
      • 📃Context Menus
        • â†–ī¸Select Menu
        • 📰Object Menu
        • 🍱Channel Menu
        • đŸ›¤ī¸Tracks Menu
        • 🔸Keyframes Menu
        • đŸ”ģMarkers Menu
        • 📰View Menu
        • 📰Events Menu
        • đŸĨ…Work Area Menu
      • đŸ—ƒī¸File Menu
      • âš’ī¸Timeflow Menu
        • đŸ•ēAdd Behavior
        • đŸ”ļAnimation
        • 🍱Composition
        • đŸ“ēDisplay
        • ⏊Jump To
        • 👨‍đŸ‘Ļ‍đŸ‘ĻHierarchy
        • 🌐Mesh
        • 👉Select
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        • 🌈Track Colors
        • â†”ī¸Transform
        • đŸ‘ī¸Visibility
        • đŸ› ī¸Editor
      • đŸ”ĩGame Objects Menu
      • đŸŽ›ī¸Presets
      • âš™ī¸Preferences
        • Assets
        • ⌛Time
        • đŸŗī¸â€đŸŒˆTracks
        • âšĒObjects
        • 🧮Channels
        • đŸ”ļKeyframes
        • 🔠Input
        • đŸ“ĨImport
        • đŸ–ŧī¸Rendering
        • đŸŽ›ī¸Overrides
        • 🍱Extras
      • *ī¸âƒŖKeyboard Shortcuts
        • Managing Shortcuts
      • âœ´ī¸Quick Menu
  • Reference
    • đŸ”ĩTimeflow Object
      • đŸĸTracks
      • 🏭Behaviors
      • ⏰Events
      • đŸ—ƒī¸Channels
    • 💃Timeflow Controller
      • đŸŽžī¸Timeflow Playback
    • đŸĒ„Behaviors
      • đŸŽžī¸Animation
        • 🔸Keyframer
        • â†”ī¸Tween
        • 🔀Blend
        • đŸŽĸMotion Path
        • đŸ‘¯Animation Clips
        • 🌴Animator Blend Trees
        • 😁Blend Shapes
      • 🤖Automation
        • 🛸Auto Bank
        • 🧭Auto Rotate
        • 📐Distance
        • ⏰Event
        • đŸ›Šī¸Flyby
        • 🏃Follow
        • 👀Look At
        • đŸŽ¯Look At Target
        • 🎲Noise
        • 🚊Place On Path
        • đŸī¸Place On Surface
      • 🔊Audio
        • 🔊Audio Track
        • đŸŽŧAudio Spectrum
        • đŸŽĩAudio Sample
        • đŸŽ™ī¸Audio Reactive
      • 🎹MIDI
        • 🎹Midi File
        • đŸĨMidi Tween
        • 📡Midi Receiver
          • đŸŽ›ī¸Minis Setup (New Input System)
          • đŸšĨMidiJack Setup (Legacy Input)
      • 🏁Rendering
        • đŸŽžī¸Render To Disk
        • 📋Render Queue
        • đŸ“Ŋī¸Video Encoding
        • 💡Tips & Optimizations
        • âēī¸Unity Recorder
      • 🔧Tools
        • â„šī¸Animator Info
        • 🧮Align Children
        • đŸ’ŦComment
        • #ī¸âƒŖFPS Counter
        • 📈Graph
        • 🔗Property Link
        • 🔄Rotator
        • ✨Particle System Update
        • 🌈Trail Renderer Update
        • đŸ“ēVideo Player Update
    • đŸ—ƒī¸Precomposing
    • 🏭Prefabs
    • đŸŽ›ī¸Editor Overrides
      • 🏹Transform Editor Override
    • 🔌Integrations
      • đŸ§™â€â™‚ī¸Adventure Creator
      • đŸŽ›ī¸MIDI Jack | Minis
      • đŸ¤ēSpine Animation
      • đŸ“Ŋī¸Unity Timeline
      • ➰Unity Splines
    • đŸĒSamples
      • đŸ•šī¸Demo App
      • đŸŽžī¸Cutscenes
      • 🏓Physics
      • 🍧Shader Properties
      • ⚡Visual Effect Graph (VFX)
    • 📖Glossary
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    • đŸ“ŖPublished Works
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On this page
  • Channels List
  • Channel Order
  • Channel Settings
  • Channel Link
  • Loop Settings
  • Limit Value
  • Set Shader Global
  • Keyframes
  • Exposed Keyframes
  1. Reference
  2. Timeflow Object

Channels

Lists all channels on the object or behavior.

PreviousEventsNextTimeflow Controller

Last updated 2 years ago

This provides a helpful overview of an object's animation channels with additional settings and editing features.

No channels have been created

If this message is displayed in the Channels section, it simply means there are no animation channels on the object. Not all behaviors have channels, so this is normal and nothing to worry about.

Channels List

The Channels section provides a convenient way of inspecting channel setup and data. Some behaviors such as Keyframer also display a Channels section in the editor, however will only show the channels it manages. Whereas the TimeflowObject shows all channels on the object. In either case the channels may be edited the same.

Use the up and down arrow buttons in the Channel list to reorder them.

Channel Order

In most cases the order of channels doesn't matter, however there may be times that it is advantageous to rearrange them. This can be to display them in a specific order and also determines which channels are processed first.

Channel Settings

Expand the foldout arrow to view details for any channel listed. Channels that support keyframing also display a list of keyframe times and values for direct editing.

Options and features available to each channel depend on the property type it maps to as well as the type of channel it is. Many behaviors, such as Tween, have custom channel types which do not support keyframing and does not list keyframes.

Channel Link

Loop Settings

Limit Value

This option is only available for numeric data types. If enabled, all values generated by the channel (whether keyframed or procedural) are restricted to the set value range. Any values outside of the range are cropped to the Min and Max values.

Use this for any properties that require a specific value range.

Set Shader Global

When enabled, the channel outputs its value each frame to the named global shader property. This can be used to perform animations on all materials using the shader.

This is a much more efficient way to animate materials across many objects, instead of setting values on each material instance separately.

Keyframes

Lists all keyframes in the channel. This section is only displayed if the channel supports keyframing. Keyframes may be edited directly.

Be aware that every keyframe must have a unique time. Any keyframe with the same time as another is considered a duplicate and removed automatically.

Exposed Keyframes

This is an advanced feature for creating programmable or remote-controlled keyframe values. Each keyframe may be exposed using a unique ID making it globally accessible via simple scripting calls to get and set the keyframe values dynamically.

If multiple keyframes have the same ID, they are affected the same.

// To set a keyframe value remotely in any script:
AxonGenesis.Keyframe.SetExposedKeyframe(ID, Value);

// To get a keyframe value:
float value = AxonGenesis.Keyframe.GetExposedKeyframe(ID, 0);

One use case for this feature is to create variations of animations and object placement determined by a game controller or setup script. It can also be used to get values and Keyframe objects for further custom processing.

For an example script, please see SetExposedKeyframe.cs.

If a property with multiple attributes is selected, an additional set of options allows choosing an attribute (axis), or processing it as a uniform or combined value (vector). See for further details.

Channels are always processed from the top first, going down. This matches the order shown in the , where channels can be dragged to reorder them as desired.

Displays the current channel link if one is assigned. For more details, see .

Displays settings that control looping a section of time. These features are covered in more detail in the documentation.

This is implemented through Unity's Shader class using the . Data types include float, vector, and color. This works in both edit mode and play mode the same.

Shader Graph To use this feature with , declare a property with the Exposed checkbox off. Enter a unique name for Reference to use with Set Shader Global.

đŸ”ĩ
đŸ—ƒī¸
Properties
Object Panel
Channel Link
SetGlobal methods
Shader Graph
Graph View
Each channel belongs to a behavior and represents a specific property being animated.
Property mappings can be reassigned by clicking on the main button displaying the property name of each channel.
IDs are assigned at random when Expose is enabled, but maybe changed to any desired value.