Let me first describe my situation. I have an IK solver, which updates the upper arm of the agent. But it finishes updating, the character goes back to the original pose (T-pose). I don't like that to happen, I want the character to stay in that pose after the IK finishes, now I am trying to resolve it, I think the problem lies in that the frame root belongs to the master copy of the mesh, I clone the animation controller for each instance but just making a shallow copy of the skinned mesh. If I also clone the frames over, I don't think it will happen any more. But my question is if I have thousands of such characters, will it consume a lot of computer resources? Could anyone please help me find out the solution?
Update:
Could anyone explain how to work this out?
If the animation set has a tick of 500 per second?
And the keyframes lie at 0, 625, 1250, 1875, 2500
And the m_pAnimSet->GetPeriod() returns 5.0f, why does it work out like that?
Thanks
Jack