Sorry to dump this question, but this is fairly important to me, and I cannot figure it out myself. Just a rough pointer in the general direction would be really appreciated! I wouldn't think what I'm doing is very exotic.
... This is probably fairly simple, but my head is a mess after playing around with it. What I'm after is to load an animated character (say Collada), and then instantiate copies of it when needed. However, all my attempts result in all the clones going in lockstep. I do vaguely understand why that is so, but puzzled how to get around it. I probably don't understand the way animation is structured in Away. 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? Btw, using Away3D 3.4.0. Added... 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
