OmniMotion®
GuideDraft

States

A State Machine on a layer: states, transitions, what triggers them, and reading the current state.

Rules answer "when X happens, do Y". A State Machine answers a different question: what mode is this thing in right now — closed or open, idle or playing, page 1 or page 2 — and which events move it from one mode to the next. Add one to an artboard or a group from + Add → States.

01Quick tour

  1. Select a group, + Add → States. A machine called States appears with one state, Idle.
  2. Click + State — it arrives as State 2 — and rename it Open.
  3. Click + Click transition: Idle → Click → Open. Add a second transition the other way.
  4. Press Play. Each click flips the ● indicator between Idle and Open.
A State Machine card: the header with name, priority, current state and initial state; two states; two click transitions

02The card

The States section holds one card per machine; + State Machine adds another. Hover a control for its name — the header controls have no labels of their own.

ControlWhat it does
CheckboxEnable or disable the machine
NameWhat the machine is called
PriorityWhen several machines start together, lower numbers start first
● nameThe current state — updates live in play mode
Initial stateWhere the machine starts when play begins
×Delete the machine

States

Each state is a row: its name, + Sequence play, and ×. + State adds one.

+ Sequence play attaches an entry action — something that runs every time the machine enters this state. Entry actions use the same vocabulary as rule actions; this button adds one that plays a sequence.

Transitions

Under Transitions (event → state), a transition reads left to right: from state → Event → to state.

FieldWhat it does
FromThe state the machine must be in
EventThe same list as rule triggers, grouped Pointer / Time / Logic — see Triggers, targets & verbs
ToThe state to enter
KeyFor Key Down / Key Up: type the key the way you think of it — w, 1, space, up. Empty means any key
Signal nameFor On Signal: which signal — empty means any
Sequence transitionThe last picker (— = none). Optionally play a saved sequence transition (a crossfade, a page curl) while switching — see Timeline & animation
×Delete the transition

+ Click transition is a shortcut: it appears once you have two states and writes initial state → Click → the other state.

03How it runs

  • Machines only run in play mode. Entering play resets every machine to its initial state, in Priority order, and runs those states' entry actions.
  • Pointer events reach a machine through its own layer: a Click transition on a group fires when the group is clicked.
  • Key Down / Up and On Signal are global — any machine anywhere in the scene can respond.
  • Only the first matching transition fires. If two transitions leave the same state on the same event, the one higher in the list wins.

A machine and a rule can coexist on the same layer: the rule fires on every click, the machine only changes state when a transition matches.

04Reading the current state

  • In the editor, the ● in the card header shows the current state.
  • When the scene is embedded, the host page is told every time a machine changes state — the machine's name, the layer, and the new state's name. That is how a web page can react to Open / Closed without knowing anything about the layers inside.

Inside the scene itself, the way to react to a state is the state's own entry actions, or a transition whose entry action is Emit Signal — every rule listening for that signal answers.

There is no current state entry in the stream source picker: a state is a name, not a number. To drive a value with a state, have the state's entry action write a Variable and bind to that.

05Shortcut recap

Add+ Add → States · + State Machine for a second one
States+ State · + Sequence play adds an entry action · × deletes
Transitions+ Click transition · pick from / Event / to · × deletes
Try itPlay in the artboard's pill · watch ● in the card
Checked against the tool on 2026-09-30.