   Multiple animation instances with independent animations with one frame root.
  Hi there,Some time ago I implemented the skinned mesh example in my game for animated meshes and all was good. Now I want multiple instances of a mesh to use the same mesh data so I create only one frame root and clone the animation controller. Now my problem is that once I play an animation for one mesh all the others start playing as well. I've tried setting the track positions of the other animation controllers to 0 but that doesn't seem to update the bone matrices at all. I've looked into the multi animation example but I don't quite see the difference. How can I play animations independently with a single frame root?[Edited by - Mussi on May 1, 2010 5:28:40 PM]
  I copied the frame for every instance and created new matrices for every copied frame. It solved my problem at the cost of a little memory.   ;  Did you stop trying to make it work and move on, im curious if its possible to do this without creating new frames.   ;  Are you guys talking about the XNA skinned model sample? If so then it's a simple matter of just using different animation controllers, one for each different object.   ;Quote:Are you guys talking about the XNA skinned model sample?No I was talking about DirectX, forgot this forum is used for XNA aswell.Quote:Did you stop trying to make it work and move on, im curious if its possible to do this without creating new frames.I just copy the frames, so all the frame data except for the meshes are duplicated.   