 
 evaluate_all_animations = (context, frame_duration_ms)->
     now = performance.now()
-    for anim in context.active_animations
+    for _,anim of context.active_animations
         delta = now - anim.last_eval
         anim.step(delta * 0.001 * anim.scene.anim_fps)
         anim.last_eval = now

            @last_eval = performance.now()
            @playing = true
        if @_index == -1
            {active_animations} = @context
            @_index = active_animations.length
            active_animations.push @
        return @

    pause: ->
        @playing = false
        if @_index != -1
            @context.active_animations.splice @_index, 1
            @_index = -1
        return @


                #v = spline[7] * f + spline[1] * (1-f)
                ret_vec.push v
        return ret_vec

auto_id = 0

# An animation is a group of actions (usually one of them) with settings
# such as start, end, fade in/out, etc.
