   Directx multi animation sample missing something?
  Hi all,Ive been implimenting the DX Multi animation sample into my own project over the last few days and it appears there are things missing,different or just wrong that should not make the sample work correctly. For example:void CAnimInstance::UpdateFrames( MultiAnimFrame* pFrame, D3DXMATRIX* pmxBase ){   .   .   // transform the bone    D3DXMatrixMultiply( &pFrame->TransformationMatrix,    &pFrame->TransformationMatrix,    pmxBase );   .   .}I tried this and the transformation matrix just continues to concatenate on each update. To fix this I had to add a matrix to the frame struct to store the result. Eg:   D3DXMatrixMultiply(&pFrame->m_mCombinedTransformation,   &pFrame->TransformationMatrix,   pmxBase);Also simply cloning the animation controller will not achieve unique animations across mesh instances like it does in the example. I've read various posts/articles that say you must also clone the entire frame hierarchy and use functions like D3DXFrameRegisterNamedMatrices().So my question is basically, am I missing something here?   
  Well I figured out why the same mesh animation would play across all instances. You actually have to set each instance of an animation controller to a valid animation when they are created. Not sure why this error happens though.   