Timeline Zoom in and out shenanigans

Hey all, could anyone explain to me how to go about this as if I’m 5 years old.

I’m trying to make a zoom in and out effect that goes basically from 0 - 1 - 0 using a timeline on my Spring arms target length, however no matter what I do, it goes from either 0 - 1 and stays there and don’t go back down to 0. Or it adds the current length on top of it self and then does a 0 to 1 on top of the new current.

The use case would be an aim punch but backwards and I don’t want to use camera shake because I don’t like how they look or act.

Thanks

1 Like

You need to calculate the start and end points before running the timeline. You’re calculating during :wink:

Like saving the current armlength float before playing the timeline, and then have another timeline afterwards that goes back to the saved armlength from before?

1 Like

Yes :slight_smile:
Both the timeline values you’re lerping, have to be fixed.

Got it to work I believe, kinda feels weird to have to use multiple timelines though, but it works for now at least.

Then I added a macro that checks whether the player is moving or not and multiplies the aim punch.

Thanks for your time!

1 Like

Nearly, you’re still reading from the current target while you’re trying to change it :slight_smile:

Like this