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Total Frames in a KeyFramedAnimationSet

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I'm working on building my own custom animation controller (for a class) and I'm using DirectX to load in the mesh and animations. So far it's pretty successful but I'm kind of hacking the total time for an entire animation cycle by assuming there's a keyframe at the end of the set (using translation keyframe, but it could really be scaling, or rotation too), finding it's frame number and then using that as the total frames. However, I'm not guaranteed to have a KeyFrame at the end of the animation and this system will obviously break in such a situation. So, my question is: "Is there a way to calculate or retrieve the total number of frames in an animation from an ID3DXAnimationSet or an ID3DXKeyframedAnimationSet?" Thanks in advance for your help ^_^.

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