      */
     private var _easer:IEaser = defaultEaser;
     /**
-     * Sets the easing behavior for this Animation. This IEaser
-     * object will be used to convert the elapsed fraction of 
-     * the animation into an eased fraction, which will then be used to
-     * calculate the value at that fraction.
-     * 
-     * @param value The IEaser object which will be used to calculate the
-     * eased elapsed fraction every time an animation event occurs. A value
-     * of <code>null</code> will be interpreted as meaning no easing is
-     * desired, which is equivalent to using a Linear ease, or
-     * <code>animation.easer = Linear.getInstance();</code>.
-     * 
-     * @default Sine(.5)
+     *  The easing behavior for this effect. 
+     *  This IEaser object is used to convert the elapsed fraction of the animation 
+     *  into an eased fraction, which is then used to calculate 
+     *  the value at that eased elapsed fraction. 
+     * 
+     *  <p>A value of <code>null</code> means no easing is
+     *  used, which is equivalent to using a Linear ease, or
+     *  <code>animation.easer = Linear.getInstance();</code>.</p>
+     * 
+     *  @default Sine(.5)
      *  
      *  @langversion 3.0
      *  @playerversion Flash 10

    }

    /**
     * Start the animation. If the animation is already playing, it
     * will be stopped first, then played.
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10

        seek(value, true);
    }
    /**
     *  If <code>true</code>, the animation is currently playing.
     *  The value is <code>false</code> unless the animation
     *  has been played and not yet stopped (either programmatically or
     *  automatically) or paused.
     *
     *  @default false
     *  
     *  @langversion 3.0
     *  @playerversion Flash 10
