I have a threejs animation mixer set up as follows:
this.mixer = new THREE.AnimationMixer(this.object);
this.mixer.timeScale = 2; //play twice as fast
this.mixer.addEventListener('finished', this.handlePullAnimFinished);
this.pullAnim = this.mixer.clipAction(this.animations[0]);
this.pullAnim.clampWhenFinished = true;
this.pullAnim.setLoop(THREE.LoopOnce);
this.pullAnim.enable = true;
but if I try to do something like this.mixer.setTime(0.5), followed, optionally, by this.mixer.update() nothing happens
How do I programmatically set the mixer to a specific point in an animation (and not have it autoplay)?
I've seen the documentation here on setting up animations to autoplay (and successfully gotten that to work)