         animation.animationTarget = this;
         animation.motionPaths = motionPaths;
         
-        if (_seekTime > 0)
-            animation.playheadTime = _seekTime;
         if (reverseAnimation)
             animation.playReversed = true;
         animation.interpolator = interpolator;

        animation.startDelay = startDelay;
        
        animation.play();
    }

    /**

                    // current values of the objects, from getCurrentValue(), may be
                    // set to the end values of that previous transition, so we do not
                    // want those values for the animation
                    if ((playReversed || Effect(effect).transitionInterruption) && 
                        propertyChanges &&
                        propertyChanges.start[motionPath.property] !== undefined)
                    {
