Although I already answered your question over there I will do it here as well: Mesh data is attached to an entity, as well as is animation data. The animation data is NOT part of the mesh.
So if you call CopyMesh, you only have the mesh data, which normally means Frame 0 of the animation.
The solution is simple: load the different "distinct" master models (if all 22 are the same it shouldn't be an issue if you have 2 versions of the model: 1 that is textured, one that is not. only load the textured one on the first step, get its brush, load the other 21 master meshes and apply the brush)
So if you call CopyMesh, you only have the mesh data, which normally means Frame 0 of the animation.
The solution is simple: load the different "distinct" master models (if all 22 are the same it shouldn't be an issue if you have 2 versions of the model: 1 that is textured, one that is not. only load the textured one on the first step, get its brush, load the other 21 master meshes and apply the brush)