> For the complete documentation index, see [llms.txt](https://traps.runemarkstudio.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://traps.runemarkstudio.com/traps/trap-mechanism/trap-animator.md).

# Animator

![](/files/-MW4sDG68NAPX1JF97R5)

This script gives us the option to use procedural animation instead of keyframe animations to control the traps. By changing the parameters, you can achieve many different results.

* **Play Mode:** the animation can happen only once, or continuously (Loop).&#x20;
* **Cooldown:** how many seconds before the animation starts over when set to Loop. 0 means instant.

### **Loop Settings**

This section only available if you selected the Loop play mode. You can control how to use a loop in this mechanism.

![](/files/-MW4awudvTq0_F8yQl-Y)

* **Loop Mode:** *Repeat* is the standard loop mode. In the case of *Ping-Pong,* the loop goes back and forth.
* **Duration:** how many seconds to finish one loop.
* **Curve:** you can customize the movement dynamic with this curve.
* **Different Reverse (only in Ping Pong mode):** Enabling this option allows you to set different duration and curves when the loop goes backward.

### **Animator Settings**

* **Translate:** the script moves the game object between the start position and the end position. This movement is relative to the anchor transform (Local Space).&#x20;

![](/files/-MW4bUot4yM6M2xQUvYg)

* **Rotate:** the script rotates the game object by the given angle over the time of the duration, around the given axis, in local space.&#x20;

![](/files/-MW4csOvnjmyHWoXYYWH)


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