# Playback & Triggering

> Getting animations to run — by hand, by button, by rule, or from the rundown.

Glider documentation · Animation · Web page: https://cgglider.com/docs/playback/

Sections of this page: [In the editor](https://cgglider.com/docs/playback.md) · [The five ways to start one](https://cgglider.com/docs/playback/triggering.md) · [On the output](https://cgglider.com/docs/playback/output.md)

Rehearsing on canvas.

The timeline's transport — play, pause, resume, stop and seek — plays the open workflow on the real components on the canvas exactly as a rundown take plays it on program: chained clips start at their trigger, a phase's root clips run one after another, and a run loop an In chains keeps looping. Out and Run start from where the In take leaves the graphic. Each track is drawn where the take starts it.

- A component's right-click menu lists every workflow targeting it under Play Animation.
- Playback state is shared with the canvas, so transform handles do not fight a running animation.
- At the end the canvas holds the last frame, as PGM does. Stopping, or starting an edit on the canvas, returns the components to their authored values.
