As my engine is using bvh animation, and not completely isolated by the animation controllers themselves,
I must clone the mesh hierarchy for individual transformation matrix transformed independently,
I try to use copy constructors to copy the frame hierarchy's transforms, but the problem I've encountering
is the bone final matrices were initially tied to the combined matrices, and they don't link up anymore
because I create another new matrix for each of those.
Are there any easy ways to clone the hierarchy?
Thanks
Jack