OK, I just got this idea to switch from SetAnimTime to Animate without a break in the animation:
Function Switch2Animate(meshHandle, startingTime#)
Animate meshHandle, 2
While AnimTime#(meshHandle) <startingTime#
UpdateWorld
Wend
Return
End Function
but it seems neither efficient nor elegant to me to update the whole level just to set one mesh right, so I would like to insist to the suggestion above.
Function Switch2Animate(meshHandle, startingTime#)
Animate meshHandle, 2
While AnimTime#(meshHandle) <startingTime#
UpdateWorld
Wend
Return
End Function
but it seems neither efficient nor elegant to me to update the whole level just to set one mesh right, so I would like to insist to the suggestion above.