@Lee04: Thanks

Actually, it does have it's own forums ( at sourceforge ) but noone uses them as everyone using the system uses Ogre so they hang around here (that makes sense though). The thing is that although it's programmed with Ogre in mind, the animation system is not restricted to it.
@Muthaias: Interesting. I didn't try any complex scenarios with the feature, so it's not very properly tested. In any case, as it is now it's not an elegant solution, and it's bound to go away in favour for other mechanisms that make more sense ( for anyone interested... the synch port will be killed ). It's very interesting that you've brought the issue up, as lately I've been thinking about how to change it
Just for the sake of documenting how it works: When an animation has "synched children" (i.e. other animations linked to its synch port) they will copy the relative position of their parent animation instead of being updated in the normal way. I don't know why I decided to make it like that

What seemed like flexibility at the time now seems rather dumb...
If you have your own version that works nicely, I'd stick to that for the time being, and expect a much nicer solution in the future ( whenever that might be

). I have a rough idea of how I want to make it work.
It's very nice to be pointed the problems and shortcomings of the current system. I love to read critiques like this, so keep them coming! Thanks!
