In my current project, I have a system of event windows that pop up on the screen. This window has a render texture that will show a little "scene" playing out while the player reads the event text and, eventually, chooses an option by clicking one of the buttons in the window. Each "scene" has its own set of geometry and characters (empty controllers that have their models loaded in based on parameters), but I'd like to have global things as well such as lighting and cameras, if possible. My intent is to have these "scenes" be loaded in, play an Intro animation and transition into a Looping animation. That looping animation will play until the player clicks one of the buttons, at which point we transition to the Outro animation. When the Outro completes, the event window closes and gameplay continues. I've been peeking a bit at Timelines and thinking this is a good way to handle the animating part of all this, but I'm very unclear on how to properly implement them in the system I'm trying to build. Would I need 3 separate Timelines (Intro, Loop, Outro) that are handled by the same director, or is this all handled by a single director? And how would that work if I wanted 3 separate Outro clips that were chosen depending on the player's choice? Should I have a global director (for all "scenes") that I pass an appropriate Timeline to as decided from a custom script?