# ModelAnimation

#### new Cesium.ModelAnimation()
Scene/ModelAnimation.js 33

  An active glTF animation. A glTF asset can contain animations. An active animation is an animation that is currently playing or scheduled to be played because it was added to a model's `ModelAnimationCollection`. An active animation is an instance of an animation; for example, there can be multiple active animations for the same glTF animation, each with a different start time.

  Create this by calling `ModelAnimationCollection#add`.

  ##### See:

  - ModelAnimationCollection#add

### Members

#### readonlydelay : Number
Scene/ModelAnimation.js 169

  The delay, in seconds, from `ModelAnimation#startTime` to start playing.
  Default Value: `undefined`

#### readonlyloop : ModelAnimationLoop
Scene/ModelAnimation.js 239

  Determines if and how the animation is looped.
  Default Value: ``ModelAnimationLoop.NONE``

#### readonlyname : String
Scene/ModelAnimation.js 136

  The glTF animation name that identifies this animation.

#### removeOnStop : Boolean
Scene/ModelAnimation.js 47

  When `true`, the animation is removed after it stops playing. This is slightly more efficient that not removing it, but if, for example, time is reversed, the animation is not played again.
  Default Value: `false`

#### readonlyreverse : Boolean
Scene/ModelAnimation.js 223

  When `true`, the animation is played in reverse.
  Default Value: `false`

#### readonlyspeedup : Number
Scene/ModelAnimation.js 207

  Values greater than `1.0` increase the speed that the animation is played relative to the scene clock speed; values less than `1.0` decrease the speed. A value of `1.0` plays the animation at the speed in the glTF animation mapped to the scene clock speed. For example, if the scene is played at 2x real-time, a two-second glTF animation will play in one second even if `speedup` is `1.0`.
  Default Value: `1.0`

#### start : Event
Scene/ModelAnimation.js 68

  The event fired when this animation is started. This can be used, for example, to play a sound or start a particle system, when the animation starts.

  This event is fired at the end of the frame after the scene is rendered.

  Default Value: `new Event()`

  ##### Example:

      animation.start.addEventListener(function(model, animation) {
        console.log('Animation started: ' + animation.name);
      });

#### readonlystartTime : JulianDate
Scene/ModelAnimation.js 153

  The scene time to start playing this animation. When this is `undefined`, the animation starts at the next frame.
  Default Value: `undefined`

#### stop : Event
Scene/ModelAnimation.js 104

  The event fired when this animation is stopped. This can be used, for example, to play a sound or start a particle system, when the animation stops.

  This event is fired at the end of the frame after the scene is rendered.

  Default Value: `new Event()`

  ##### Example:

      animation.stop.addEventListener(function(model, animation) {
        console.log('Animation stopped: ' + animation.name);
      });

#### readonlystopTime : JulianDate
Scene/ModelAnimation.js 187

  The scene time to stop playing this animation. When this is `undefined`, the animation is played for its full duration and perhaps repeated depending on `ModelAnimation#loop`.
  Default Value: `undefined`

#### update : Event
Scene/ModelAnimation.js 87

  The event fired when on each frame when this animation is updated. The current time of the animation, relative to the glTF animation time span, is passed to the event, which allows, for example, starting new animations at a specific time relative to a playing animation.

  This event is fired at the end of the frame after the scene is rendered.

  Default Value: `new Event()`

  ##### Example:

      animation.update.addEventListener(function(model, animation, time) {
        console.log('Animation updated: ' + animation.name + '. glTF animation time: ' + time);
      });