Pauses animation playback (freezes at current frame, currentTime preserved, resume with b3dResumeAnimSeq).
Takes entity (animated mesh entity handle).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
entityInt
Returns
Void
Quick Summary
Pauses animation playback (freezes at current frame, currentTime preserved, resume with b3dResumeAnimSeq).
Takes entity (animated mesh entity handle).
Returns nothing.
Technical Exegesis...
Pauses animation playback (freezes at current frame, currentTime preserved, resume with b3dResumeAnimSeq). Takes entity (animated mesh entity handle). Returns nothing. Sets entity.animatedMesh.playing = false (stops time advancement, currentTime frozen). Use to freeze character animation (pause during cutscene, freeze frame for effect), implement game pause (pause all character animations when pausing game), or control animation timing (pause at specific frame, manual time control).
Pauses animation playback (freezes at current frame, currentTime preserved, resume with b3dResumeAnimSeq). Takes entity (animated mesh entity handle). Returns nothing. Sets entity.animatedMesh.playing = false (stops time advancement, currentTime frozen). Use to freeze character animation (pause during cutscene, freeze frame for effect), implement game pause (pause all character animations when pausing game), or control animation timing (pause at specific frame, manual time control). Pause behavior: sets playing = false (animation stops advancing, UpdateAnimations skips this entity), currentTime preserved (playback position remembered, not reset to start), all playback state preserved (looping/pingPong/speed/sequenceIndex unchanged, ready to resume), skeleton pose frozen (joints remain at current frame transforms, no interpolation). Use cases: (1) Game pause (For Each entity: b3dPauseAnimSeq(entity) pause all when game paused), (2) Cutscene freeze (b3dPauseAnimSeq(npc) freeze character during camera focus), (3) Frame-by-frame (b3dPauseAnimSeq then b3dSetAnimTime manual frame advance for debugging), (4) Conditional animation (pause walk when character stops moving, resume when moving again). Common patterns: pause game = For i = 1 To entityCount: b3dPauseAnimSeq(entities[i]) pause all; resume game = For i = 1 To entityCount: b3dResumeAnimSeq(entities[i]) resume all. Pause/resume workflow: play animation (b3dAnimateSeq starts playback), pause (this function, freezes at current frame), resume (b3dResumeAnimSeq continues from paused position), pause again (can pause/resume multiple times during playback). Difference from stop (mode 0): pause preserves currentTime (resume continues from pause point), stop resets (b3dAnimateSeq mode 0 stops, new AnimateSeq starts from beginning), pause for temporary freeze (game pause, conditional), stop for ending animation (switch to different animation). Validation: only affects ENTITY_ANIMATED_MESH (non-animated entities ignored), silent if entity not found (invalid handle or wrong type, no error), safe to call multiple times (calling pause on already-paused animation no-op, harmless). Performance: paused animations skipped in UpdateAnimations (no CPU cost, not processed each frame), many paused entities efficient (minimal overhead, just flag check), useful for LOD (pause distant character animations, resume when close). Related: b3dResumeAnimSeq resumes playback (continues from paused position, opposite of this function), b3dAnimateSeq starts playback (plays animation, can pause after starting), b3dAnimate alternative playback (can also be paused with this function), b3dAnimating queries playback state (returns 0 if paused, 1 if playing).