OK, just so that you know, that doesn’t work with the dancing turns. Here’s what happens: I now have two of the saved animations added to a DS file. The first animation did have an extra frame added in. I went to the end of the first animation. I added the second animation.
Now, here’s what happens if a play or drag the timer head through: As the character nears the end of the first animation, she suddenly REVERSES her turn direction and makes a very fast turn in the opposite direction. Also, she loses her precise leg, ankle, foot and toe ballet positioning and seems to be picking up positioning from the second animation in that respect, which begins with the dancer in a full knee bend. When she performs the second animation, she performs it correctly.
I wish there were some way to break whatever links exist between the first and second animations, so that the second would not interfere with the first. Something like a “FULL STOP” (in music) command is needed.


