Using Activation Tracks in Timeline and Unity
So far throughout this journey in Timeline, I have stuck to using the ever popular Animation Track. Let’s move into some of the other Track available options by starting with the Activation Track!
The job of an Activation Track is a simple one: activate and deactivate game objects. The object I will be turning on and off during this article is the Spot Light on the ceiling fan.
First, I add a Director component to an empty parent object that is holding all of the lights in my scene. With the object holding the Director selected in the Hierarchy, I drag the Spot Light into the Timeline editor and select Activation Track as the desired option. The Active areas with the red bar, represent the time when the object in question will be active (on/ visible). The object will be turned off during the areas in between the Active zones. There is initially a single Active area that can be dragged around to taste. As seen here, it can also be copied and pasted in the Timeline for more on and off animations. I want this light to flicker before going out, so there are longer periods of the light being on, followed by individual seconds of the light being off.
That takes care of the spot light turning on and off!
To really sell the idea that the light is turning on and off, I will also need to animate the emission channel on the ceiling fan itself.
This HDR area in the Emissive Color is what I will animate to sync up with the Activation Track, only using an Animation Track.
The Intensity slider is what I have animating between zero when off, and the current emission setting while the light is on.
Here are both tracks lined up and ready for playback!
I can manually scrub through the Timeline to preview the animations.
Here is a clip of the animation, where the light flickers before going out.
Now that we have covered Activation Tracks, please join me in my next article where I cover using an Audio Track. Thanks for reading!