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Animation Controller ? a multiples question.

Started by rubilacx Dec 23, 2004 at 4:15 PM 0 replies 300+ views
Original Post
rubilacx
rubilacx
Ok, question. I know to have multiple animations running off a single .x file mesh you must use the CloneAnimationController function like the multiple tiny sample in the directx SDK. You aren't supposed to set track information on the base controller, and should only use it to clone others. BUT, my question is... what happens if you set track information on the base controller before you clone others off of it? My question hinges on the fact that I am having an error in my program where all my characters are changing animation sets when any of them change. ( If one changes sets, they ALL change sets.... BUT.. the animation times are still local to each controller. i.e. calling AdvanceTime for each controller doesn't make them all move in super fast motion. ) So... strange problem. Any ideas guys?
rubilacx
rubilacx
One more thing,

My conclusion is somehow my animation tracks/sets are shared across the instances... but the local time for the controller isn't?? i don't want my tracks/sets shared! I want them unique per instance so i can run different animations per character. What could i be doing wrong?

( I'm calling the CloneAnimationController function... etc. )

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