         anim.clampWhenFinished = true
         anim.setLoop(THREE.LoopOnce, 0)
 
+    @stopAnimations()
     anim.play()
 
     if options.reverse && options.loop == false

  # stops all animations
  stopAnimations: ->
    for animation in @mesh.animations
      animation.stop()

  # checks if an animation is playing
  #

    if options.reverse
      options.timeScale *= -1

    anim = @animation(options.name)
    anim.setEffectiveTimeScale(options.timeScale)

