The AnimationMixer is a player for animations on a particular object in the scene. When
multiple objects in the scene are animated independently, one AnimationMixer may be used for
For an overview of the different elements of the three.js animation system see the "Animation System" article in the "Next Steps" section of the manual.
[page:Object3D rootObject] - the object whose animations shall be played by this mixer.
The global mixer time (in seconds; starting with 0 on the mixer's creation).
A scaling factor for the global [page:.time mixer time].
Note: Setting the mixer's timeScale to 0 and later back to 1 is a possibility to pause/unpause all actions that are controlled by this mixer.
Returns an [page:AnimationAction] for the passed clip, optionally using a root object different
from the mixer's default root. The first parameter can be either an [page:AnimationClip] object
or the name of an AnimationClip.
If an action fitting the clip and root parameters doesn't yet exist, it will be created by this method. Calling this method several times with the same clip and root parameters always returns the same clip instance.
Returns an existing [page:AnimationAction] for the passed clip, optionally using a root object
different from the mixer's default root.
The first parameter can be either an [page:AnimationClip] object or the name of an AnimationClip.
Returns this mixer's root object.
Deactivates all previously scheduled actions on this mixer.
Advances the global mixer time and updates the animation.
This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale]).
Sets the global mixer to a specific time and updates the animation accordingly.
This is useful when you need to jump to an exact time in an animation. The input parameter will be scaled by the mixer's [page:.timeScale timeScale].
Deallocates all memory resources for a clip.
Deallocates all memory resources for a root object.
Deallocates all memory resources for an action.