   3D format hierarchy
  Hay,I finded very nesty problem when I parse B3D file (Blitz3D format). Everything is OK when I have static object (no key frame animation - or in B3D language : no "KEYS" chunks). My render function just use recursion for applaying transformation from parent to all children like:// pseudoB3D::Update(world) {   accumulated_transform = transform * world // or vice-versa i'am not sure   if (childrens)  childrens->Update(accumulated_transform)   if (siblings)  siblings->Update(world)}to make key-frames to work I added something like:// pseudoB3D::Update(world) {   accumulated_transform = anim->transform * world   anim = anim->next   if (childrens)  childrens->Update(accumulated_transform)   if (siblings)  siblings->Update(world)}Please note that upper code, maybe, is not correct but suppose that this part is OK (becuase it works if NODE transform is at origin: translation (0,0,0), rotationquaternion(1,0,0,0) ).What is annoying is case when NODE have position (translation) eg. (1,1,1)and keys have translation keys: (2,2,2), (3,3,3), ..., (10,10,10).Mostly becuase first animation key have accumulated tranformation from node.One solution is upper Update methode but when I rotate and translate object object (NODE has rotation and translation now) and KEYS have translations:NODE    {Pos, Quaternion}KEYS:   {Pos1}, {Pos2}, ..., {PosN}So. when I applay upper Update methode i ommited NODE's rotation in accumulated_transform (anim->transform have PosX matrix).This is just one case but there is more (like: NODE has rotation and KEYS have translations)...Any help or idea?Notice that is just our test file format. Until we find what are real need B3D is OK.P.S.  Please note that I am not natural english speeker so any mistakes goes on my account :)Thanks,Zaharije Pasalic   