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Question by frmusta · Apr 28, 2010 at 03:34 AM · animationrewind

Animation Rewind does not set object back to original state

Is this supposed to set the object like it is when on frame 0? i tried using this:

function rewindAllAnimation()
{
    for (var i : int = 0; i < gameObjectsToRewind.length; i++)
    {
          gameObjectsToRewind[i].transform.animation.Rewind();
    }
}

I was hoping that the objects im trying to rewind would return to their state before played animations. Is this the right way to go about doing this?

EDIT

I have noticed that if i call the rewind function WHILE the animation is playing, it resets it to its first frame, but continues to play to the end again. If i call this after it has completed animating it does nothing... WHAT AM I MISSING!? This seems like it should be so simple. Please point out my newbie mistake :)

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Answer by runevision · Apr 28, 2010 at 11:21 AM

Rewind() sets the time to 0. It does not do anything else. If a clip was playing, it will keep playing but from the beginning. If a clip was not playing, it will still not be playing (but it will start from time 0 next time you start it).

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Answer by Jason_DB · Apr 28, 2010 at 10:29 AM

Well I think that if you called animation.Stop in the same place where you rewind it, then the animation wouldn't keep playing.

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Answer by MaDDoX · May 16, 2010 at 03:02 PM

If you want to resume your animation later on, use animationState.speed = 0; To resume it, animationState.speed = 1;

BTW, it's a common mistake confusing animation (collection of animations) with animationState (the actual, individually named "clip"), make sure you're accessing the right one.

Good luck!

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