Just an additional note: > I think my question can be boiled down to, how do you modify the > "multi mario" example, so that each clone has their own animation that > can be updated independently?
When playing around with the MultiMario example and my own code, i always need to add the original to the scene and have it visible (can't do .visible=false) for the clones to do anything. Eg in the MultiMario example, if you set loader.visible = false, the four clones are just laying dead on the ground... Copying the animationLibrary from the original to a clone doesn't do anything apparent either. I'm guessing that as i'm doing it, the animation stuff is deeply tied to the original object, and if that isn't rendered the animation doesn't do anything, and if it does it applies to everything originating from the original object. Is it perhaps that the Mesh of the clones are shared and updated by the animation? Am I doing this all wrong? I want to have sort of an "asset manager"/ library with all objects used in the application, and then get instances from it when needed. Regards, Robert Andersson
