# animationGroup play backwards issue

**URL:** <https://forum.babylonjs.com/t/animationgroup-play-backwards-issue/47502>\
**Category:** Bugs\
**Created:** [January 24, 2024, 8:31pm UTC](https://forum.babylonjs.com/t/animationgroup-play-backwards-issue/47502 "2024-01-24T20:31:17Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [January 25, 2024, 2:32pm UTC](https://forum.babylonjs.com/t/animationgroup-play-backwards-issue/47502/5 "2024-01-25T14:32:25Z")

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As explained by @11128, the way to handle this is to use start/stop. However, you should save the current frame when hitting “pause”, so that you can restart from the right frame afterwards:

> **[Babylon.js Playground](https://playground.babylonjs.com/#CBGEQX%231786)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

See also:

> [@Gltf Animation loops when i click, how to stop the loop](https://forum.babylonjs.com/t/gltf-animation-loops-when-i-click-how-to-stop-the-loop/38477/6):
>
> I found a way to make it work: Just stopping the animation and setting the speed ratio was not working (at least for me), the animation was restarting from frame 0 and not from the current frame. I needed to get the current frame and play the animation from this frame to the from or to frame value, depending on the direction of the animation. @Cie You can check animation.isStarted to know if the animation is still playing or not to disable mouse clicks.

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