Actions

This page provides detailed information on actions that can be used in Event Triggers

NEW IN 2025

  • Flythrough Playback

  • Safety Demonstrations

  • Sequential Actions

  • Control Animation Reverse Playback

NEW IN 2025

  • Flythrough Playback

  • Safety Demonstrations

  • Sequential Actions

  • Control Animation Reverse Playback

Flythrough Playback

You can now use triggers to playback a Flythrough video (or portions of one).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Flythrough Playback: One of the benefits of Fuzor is the custom dialog system that allows users to create interactive demonstrations of construction and safety on site.

With Flythrough playback, you now have a huge amount of freedom to move the camera and show different UI elements using the trigger system, which makes for an awesome interactive file that can be used for safety, construction, or to win pursuits.

If you’re showing UI like graph, tasks, gantt chart, etc. during the Flythrough then these will also display while your trigger is playing.

It’s a sequential trigger meaning trigger actions in the same list after it will wait until it has finished playing (see Figure 2). The saved view in figure 2 will wait to activate until the Flythrough playback is done.

How to use it?

  1. Have a Fuzor file with a Flythrough already made

  2. Open Trigger app

  3. Make a new trigger

  4. Create any sort of Event in the trigger that fits your purpose (Keypress is good for initial testing, but you can also set this to play on a certain date or task, as an example)

  5. Set up an Action using the Flythrough Trigger action in this trigger

  6. Pick your time ranges based on your Flythrough times you want to playback

    1. You can see these times by clicking into keyframes in your flythrough project, it appears near the bottom of the screen

  7. Enable the trigger

  8. Activate your event (or test the action)

  9. Your flythrough video plays while you’re in the normal scene

 

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Figure 1

 

 

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Figure 2

 

 

 

Safety Demonstrations

This section details the triggers used for safety demonstrations on site.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Switch Driver Seat: If a vehicle has multiple seats (such as the Mobile Crane), then the user can apply that vehicle to this action, and when triggered, the driver will switch from driver seat to operator seat. This is handy for determining how safe it is to operate a crane by seeing exactly what the operator will see as objects are being lifted/lowered by the crane, as an example.

This is meant to be used hand-in-hand with the Mount Camera to Vehicle trigger which will allow you to get a PoV experience as the operator attempts to lift objects with the crane. Of course, it’s not limited to mobile cranes, and users may find other uses for this feature.

 

image-20240911-195117.png

 

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Shows Worker in Operator Seat

 

Toggle Object On/Off Path: Once some event has occurred (like the above 2 events) you can perform this action, which either sets, resets, or stops an object from moving on a path.

  • Have a pedestrian or vehicle path made

  • Place an object in the scene (something you want to add to a path after some event occurs, like a pedestrian after they’ve reached a certain point, or on a certain date)

  • Select the path and use the Choose Selected to add the path to the trigger

  • Select the object and Add Selected to add it as well

  • Set on path - either true, false, or toggle

    • False: If your object is not already on the path, false trigger does nothing because the object is not being influenced by the path yet, otherwise it stops the object on the path

    • True: Will set the vehicle to animate from the beginning of the path

    • Toggle: Will swap between false and true depending on what it was before

This action is designed to work with either of the two new trigger events, Object-Point Proximity and Object Reached End of Path. One example of how these work together would be you have a pedestrian on a path, they reach the end of the path where there’s a dangerous drop in elevation. Fuzor can detect when they reach the end of the path and allow you to trigger another event, such as a Pedestrian Animation to show the pedestrian falling due to unsafe conditions.

 

image-20240911-195822.png

 

Sequential Actions

Several pre-existing actions and one new action have been adjusted so that following actions will not be performed until the sequential action has finished.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Affected Triggers:

  • Animation Sequence: Snap to Key Frame.

  • Control Animation.

  • Flythrough Playback.

  • Play Custom Object Animation.

  • Set Pedestrian Animation.

  • Play Construction Timeline.

  • Action Delay.

 

 

 

What does this mean?

If you have more than one action in a trigger, then, in the past, all of those trigger actions would play at once, not waiting for the previous action to finish. This made triggers harder to use and users needed to create Action Delays actions in order to simulate sequential trigger actions, where one action waits for the previous one to function.

It affects the actions that happen over time, such as animations or Flythrough playback.

In the example on the right, an event will trigger the driver to swap seats, play an animation, and activate a saved view. In the past, the saved view would activate as soon as the animation started. Now, the saved view will not activate until the animation has finished.

 

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Action 3 will wait for Action 2 to finish since it’s an animation

 

 

Virtual Reality Actions

This section provides detailed information on different types of actions associated with virtual reality.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

A Change VR Mode Action changes the VR state when triggered. If VR mode is set to true VR mode will be turned on when triggered. If VR Mode is set to false VR mode will be turned off when triggered

A Toggle VR Menu Action switches the VR Menu on or off when triggered. If the VR Menu State is set to False it will turn the VR Menu off when triggered. If the VR Menu State is set to True it will turn the VR Menu on when triggered.

Animation Actions

This section demonstrates how to create and use various animation actions

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Animation Actions can utilize the power of event triggers to control the animations in your model. Using these is a great way to make your Fuzor project feel responsive. All of these Actions can be found in the Action Type drop down menu under the Animation subset.

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Animation Section of Action Type Dropdown

A Snap to Keyframe action allows you to control exactly what key frame an animation is on. When this event is triggered, it sets the bound objects to a sequence animation key frame. If no objects are added this Action will do nothing.

The Object field specifies what objects will be affected.

The Duration field controls the duration of the transition.

A Control Animation action plays a sequence animation, equipment animation or multi-track animation when triggered

The Object field specifies an object to be controlled

The Animation drop down menu selects an animation associated with the object.

The Animation Switch field controls whether the animation is turned on, off, or toggled when this action is triggered.

The Loop field toggles whether the animation loops after it is completed

The Reset Animation field loops the animation if set to false, otherwise the animation will stop when completing its sequence.

The Entire Animation field toggles whether the animation is played for all objects in the animation or just the selected object

Reverse Playback allows users to choose if they want to play the animation in reverse, useful for things like reversing a door open animation so that the door closes too

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Control Animation

 

 

A Play Custom Animation Action triggers passive animations that can be created using the Custom Animation Tool

A Play Object Sound Action triggers sounds that are attached to objects. The sound type drop down menu controls whether the sound is turned on, off, or toggled when this action is triggered.

A Set Pedestrian Animation Action controls the animation of pedestrians.

The Pedestrian field specifies which pedestrian will be controlled

The Animation field specifies what animation will be played

The Loop field loops the animation if set to false, otherwise the animation will stop when completing its sequence.

The Apply Force Action applies a force to the bound object. After the force is applied the object will move along a trajectory simulating the physics of a free fall object. Collisions during freefall change the trajectory of the object.

The Edit button allows you to specify a direction for the force to be applied

The Intial Speed text box is directly related to the magnitude of the force and is the orginal speed of that object in the given direction.

The Bounciness slider is directly related to how much the object will bounce of objects it collides with after receiving the force.

The Apply Force(Auto) action applies a force to a bound object. The applied force is dependent on the velocity of another bound object. This can be used with a collisison event to simulate objects colliding with each other.

The Source Object field specifies an object that delivers a force.

The Moved Object field specifies the object that will receive the force.

The Initial Speed textbox is directly related ot the magnitude of the force and is the orginal speed of that object

The Bounciness slider is directly related to how much the object will bounce of objects it collides with after receiving the force.

Camera Actions

This section demonstrates how to use camera actions.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Camera actions can be used to activate a saved view or focus on an object. This is a great way to control what the user is viewing. All of these actions are located in the Action Type drop down menu under the camera subsection. When using these triggers, it is best to also use Delay Actions in between different camera movements to give the user a chance to view what is intended. Additionally, it may be advisable to finish the chain of actions with a Change Navigation Mode Action to set the camera state back to its original mode.

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Camera Section of Action Type Dropdown

 

An Activate Saved View action transitions the camera to the specified saved view when triggered. The Camera only drop down menu will load only the camera position from the saved view.

A Focus Object action transitions the camera to focus on the specified object when triggered.

A Mount/Unmount Camera to Vehicle action mounts the camera to the selected vehicle when triggered.

Construction Actions

This section demonstrates how to use 4D construction actions.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Construction actions can be used to control your 4D schedule with event triggers. You can play a portion of your 4D schedule or snap to a given point. All of these actions are located in the Action type drop down menu under the construction subsections.

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Construction Section of Action Type Dropdown

A Play Construction Timeline action plays your 4D schedule between the specified time frame.

A Set Construction Timeline actions sets your 4D schedule to the specified date and time.

A Show Measurement action toggles the visibility of equipment operation radius measurements.

The Object field specifies a vehicle placed in the project.

The Visibility drop down menu selects whether the visibility is toggled or turned on or off

The Distance field specifies a max distance for the measurement to be visible from.

General Actions

This section demonstrates using general actions like setting a trigger, turning on a light, or setting the time.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

A Set Trigger action is used to activate or deactivate the specified trigger. This action can be found under the Event Trigger subset in the Action Type drop down menu.

The Trigger field allows you to select a trigger to be switched.

The Trigger Switched field changes how the event trigger is affected by this action.

The Toggle Dialog State deactivates an active event trigger and activates an inactive event trigger when triggered.

The False Dialog State deactivates the event trigger when the action is triggered.

The True Dialog State activates the event trigger when the action is triggered.

The Set Lights Action controls the light object specified in the light object field. This Action is located under the Light subset of the Action Type drop down menu. If Set For all is selected all light objects will be affected by this Action. The Light Controls drop down menu controls how the light is affected.

The Toggle Light Control turns a light that is on off and turns a light that is off on when the action is triggered.

The False Light Control turns the light off when the action is triggered.

The True Light Control turns the light on when the action is triggered.

The Time Of Day Action sets the time of day to the time specified in the Adjust time of day field when triggered.

Interface Actions

This section demonstrates how to use the various Interface actions

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Interface actions can be used to control a variety of actions involving navigation, Opening UI elements, and changing aspects of the Avatar. All of these actions can be found in the Interface subsection of the Action Type drop down menu.

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Interface Section of Action Type Dropdown

A Delay Action delays all actions after it in the Action List when triggered. The Delay Time field controls the delay amount in the specified time unit.

A Change Avatar Mode Action changes the avatar mode to the selection in the Avatar mode drop down menu when triggered.

A Change Avatar Type Action changes the avatar Type to the selection in the Avatar Type drop down menu when triggered.

A Change Navigation Mode Action changes the navigation mode to the selection in the Navigation mode drop down menu when triggered.

A Change Render Mode Action changes the render mode to the selection in the render mode drop down menu when triggered

An Open URL Action opens the URL specified in the URL field in your default browser when triggered.

A Toggle App Menu Action controls the Fuzor app menu specified in the App Menu Field when triggered. Use the Switch State field to control how the app menu is controlled.

The Toggle Switch State closes an active app menu and opens an inactive app menu when the action is triggered.

The False Switch State closes the app menu when the action is triggered.

The True Switch State opens the app menu when the action is triggered.

A Toggle Set Design Option Action controls the design option specified in the design drop down menus when triggered.

The Top Field allows you to select a Design Option set.

The Bottom field allows you to select a Design Option

Object Actions

This section demonstrates how to use objects actions

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Objects actions can be used to control various properties of objects in your 3D scene. All of these actions are located under the Object subset of the Action Type drop down menu.

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Object Section of Action Type Dropdown

A Color Override Action changes the color of the object specified in the Object field to the specifications of the Color field.

The Color selects the source color of the override.

The Slider controls the opacity of the override.

An Object Visibility Action controls the visibility of the object specified in the Object field based on what is in the Visibility field.

The Visibility : Toggle option hides a visible object and displays an invisible object when the action is triggered.

The Visibility : False option hides the object when the action is triggered.

The Visibility : True option displays the object when the action is triggered.

A Particle Effect Action controls a particle system that is spawned on the object specified in the Particle field. The Life field specifies how the particle is controlled.

The Life : Toggle option creates a particle if there is none and

removes a particle if there is one when the action is triggered.

The Life : False option creates the particle when the action is triggered.

The Life : True option removes the particle when the action is triggered.

The Type field specifies the type of particle to be created.

The FX Size field specifies the size of the particle to be created

The X, Y, Z fields control the 3D coordinates describing where the particle is to be place with relation to the objects in the particle field

A Play Media Action plays the media specified in the Object field when triggered. A Video loops once finished if Loop is set to true, otherwise it will stop.

A Remove Color Override Action removes any color override associated with the object specified in the Object field when triggered.

A Select Object Action controls whether the object in the Object field is selected when triggered.

The Selected : Toggle option selects an unselected object and deselects a selected object when the action is triggered.

The Selected : False option deselects the object when the action is triggered.

The Selected : True option selects the object when the action is triggered.

Traffic Path Actions

This section demonstrates how to control path traffic with triggers.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

You can control whether path segments are enabled with triggers. This allows you to change traffic around your construction site at various points in your schedule. Disabling your path segment and enabling another forces your traffic to take a different route through your construction site. For more information see Paths.

The Highlight Selected button highlights the currently bound segment.

The Choose Selected button binds your currently selected segment to the trigger.

The Enabled : False option disables the bound segment when the action is triggered.

The Enabled : True option enables the bound segment when the action is triggered.

The Enabled : Toggle option disables an active segment and enables a deactivated segment when the action is triggered.