Original Post
I am having a problem with the ID3DXAnimationController Class. My goal is to seperate the AnimationController from the mesh class in the same way that the MultiAnimation sample from the SDK does. I load the mesh from a D3D9Mesh class, which contains the root frame and the first AnimationController. To create animation entities, I clone the animation controller from the D3D9Mesh, and create a new array of bone transformation matricies. When it's time to render an entity, I call AnimationController->AdvanceTime() and then apply of the transformations to the root frame contained in the D3D9Mesh class. Right aftward, I use the the transformed frame hierarchy to transform the skin mesh contained in the entity class, and everything should be fine. Here is the problem I'm getting: I can make one mesh + entity pair (clone the D3D9Mesh AnimationController once) with no problem, everything works great. But if I make another mesh + entity pair (with the same or different mesh), the program hangs when I call AnimationController->AdvanceTime() for the second entity. I've been trying to figure this out for a couple of days with no luck, so if you think you can help me, let me know what else you need to know, or what parts of the source code I should post.