I hear what you’re saying, but here’s my two thoughts on this:
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When removing the ‘ResetGate’ events at the beginning, all the gates ‘jump’, because they remain in their final timeline position (which is when they’ve moved in). The way around that is to stop runtime (pressing the stop button) and then running game mode again (pressing play). But if you’re working on an animation, where you have to loop things a bunch of times to get a feeling for the motion, this becomes an incredibly tedious workflow. When the ‘ResetGate’ events are put back in, at least the first gate is put back to its initial position.
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This leads me to my second point. This behaviour proves that the timelines have to finish their animations. The timeline node length is 2 seconds, so starting the ‘OpenGate’ event closer to the end (when there aren’t 2 seconds left to go through the entire animation) means that the timeline hasn’t finished animating by the time Sequencer loops back to the beginning, meaning even though the ‘ResetGate’ event fires, the timeline node ignores it, because it still hasn’t finished.
Does that make sense? So if there is a way to ‘reset’ the timeilne node to it’s original state then we can get around the ‘jumping’ issue. But if there isn’t, then I guess I’m stuck?