It happened to be an issue in the FBX file.  
The example: osganimationtimeline helped a lot.
Thanks.

On Saturday, May 2, 2020 at 9:48:03 AM UTC-7, Mauricio Franco wrote:
>
> To illustrate the problem better.  This is the scene structure:
>       1. Shape (osg::Group) => Callbacks (update:  [ LeftFrameOpen 
> LeftFrameClose RightFrameOpen RightFrameClose ])
>        2. Block (osg::MatrixTransform) => Callbacks (update: Block)
>         3. Block (osg::Geode)
>        2. LeftFrame (osg::MatrixTransform) => Callbacks (update: LeftFrame)
>         3. LeftFrame (osg::Geode)
>        2. RightFrame (osg::MatrixTransform) => Callbacks (update: 
> RightFrame)
>         3. RightFrame (osg::Geode)
>
> The group node at level 1 (called Shape) has three child objects and an 
> animation manager with 4 animations: LeftFrameOpen LeftFrameClose 
> RightFrameOpen RightFrameClose.  Each child object has its own 
> MatrixTransformUpdater to perform the animation.
>
> If I do:
> playAnimation(animation1)
> it plays OK till the end.
>
> If I do:
> playAnimation(animation3)
> it plays OK till the end.
>
> But if I do:
> playAnimation(animation1)
> playAnimation(animation3)
> both animations play half their duration.
>
> Setting the data variance to dynamic on the root node didn't help.
>
> On Thursday, April 30, 2020 at 5:07:36 PM UTC-7, Mauricio Franco wrote:
>>
>> Hi,
>> I've a FBX object exported from Blender that have two parts.  The object 
>> has two animations (one for each part).
>> I call playAnimation for both parts at the same time but they only play 
>> until half way the animation duration.
>> If I play either animation it will play to the end.
>>
>>
>> Any advice and suggestions will be greatly appreciated,
>>
>> Mauricio.
>>
>

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