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[XNA] XSI Animations Speed Up With Each Instance - No One Else Seeing This? [SOLVED]

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Hi, I am using the XSI Runtime to render and animate my skinned meshes. It works fine, except that each instance of a particular model shares the same animation data. I believe it is instancing the skeleton, or something along those lines. This means that all models of the same type animate in time with each other (like a choreographed dance), and because each shares the same animation data, if I call PlayBack on all of them, the animations speed up by the number of instance. Is this something others are seeing? It seems crazy that I can't find anyone else running into this issue on these forums, since my code is based off the XSI samples. It would also be helpful to know if you are not seeing this issue, so that I know its something in my code. Thanks! [Edited by - matthughson on February 18, 2010 2:25:13 PM]

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Well and if you want to animate a lot of models in the same way and speed you just create one(!) instance of that model, call one(!) PlayBack on that single model. And use shader/harware instancing to draw it. So simple as that. Its weird why did you even created multiple instances of some data if they all are supposed to be the same O_o

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Quote:
Original post by Semei
Well and if you want to animate a lot of models in the same way and speed you just create one(!) instance of that model, call one(!) PlayBack on that single model. And use shader/harware instancing to draw it. So simple as that. Its weird why did you even created multiple instances of some data if they all are supposed to be the same O_o


You misunderstood the question.

The default behavior for the XSI Runtime seems to be to instance all models of the same name. I'm trying to find out how to NOT instance them, so that they can animate individually.

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