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When cloning a skeleton, the bones and boneInverses arrays of the cloned skeleton still reference the arrays from the original skeleton. Hence when the original skeleton is animated, the bones on the cloned skeleton are also affected. Is this the intended behavior?
Whether it's intended behavior or not is a complicated question... you could, for example, clone a SkinnedMesh for which some bones are siblings (not children) of the mesh, such that some bones have two instances after the cloning is complete, and others have only one shared instance.
Closing this as a duplicate of #5878, just to keep conversation in one place.
When cloning a skeleton, the bones and boneInverses arrays of the cloned skeleton still reference the arrays from the original skeleton. Hence when the original skeleton is animated, the bones on the cloned skeleton are also affected. Is this the intended behavior?
three.js/src/objects/Skeleton.js
Line 153 in c0dbf05
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