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Avoiding lock-step animations

I am writing a simulation in which I instantiate many instances of a prefab (imagine an articulated robot). The instances can then be walking or idling. When they are walking, even if their animations were "played" at different start times, it appears that all instances are animated in "lock step", i.e., all the instances step out with the left legs at the same time. This looks bad. Is there any way to avoid this?

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asked Mar 01 '12 at 07:07 AM

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mvellon
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asked: Mar 01 '12 at 07:07 AM

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Last Updated: Mar 01 '12 at 07:07 AM