Hi Robert, While working on osgAnimation I've encountered the following problem: if an object is referenced multiple times in a scene graph, and the scene graph is deep cloned, the scene graph clone will contain a different copy of that object for each reference. I think so far this hasn't been a problem because having multiple copies of most objects doesn't matter other than taking up extra memory, but in osgAnimation meshes won't animate correctly if they're not linked to the right bones so this has become an issue. A solution to this could be to add a map of old objects to new objects into CopyOp, and in operator() only call clone() on an object if it hasn't already been cloned. I've implemented this and it works fine, but before I start to rely on this, would such a change be acceptable to you? Thanks -Michael
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