void _AnimateVisibility(int ss)
        {
            if (_meshObjects.Length == 0)
                return;

            // find out who needs default values Set
            BitVector beenSet = new BitVector();
            beenSet.SetSize(_meshObjects.Length);
            beenSet.SetAll();
            for (int i = 0; i < _threadList.Count; i++)
                beenSet.TakeAway(_threadList[i].Sequence.DoesVisibilityMatter);

            // Set defaults
            int a = _shape.SubShapeFirstObject[ss];
            int b = a + _shape.SubShapeObjectCount[ss];
            for (int i = a; i < b; i++)
            {
                if (beenSet.Test(i))
                    _meshObjects[i].Visibility = _shape.ObjectStates[i].Visibility;
            }

            // go through each thread and Set visibility on those objects that
            // are not Set yet and are controlled by that thread
            BitVector objectMatters = new BitVector();
            for (int i = 0; i < _threadList.Count; i++)
            {
                Thread th = _threadList[i];

                objectMatters.Copy(ref th.Sequence.DoesFrameMatter);
                objectMatters.Overlap(th.Sequence.DoesMaterialFrameMatter);
                objectMatters.Overlap(th.Sequence.DoesVisibilityMatter);

                // skip to beginining of this sub-shape
                int j = 0;
                int start = objectMatters.Start();
                int end = b;
                for (int objectIndex = start; objectIndex < b; objectMatters.Next(ref objectIndex), j++)
                {
                    if (!beenSet.Test(objectIndex) && th.Sequence.DoesVisibilityMatter.Test(objectIndex))
                    {
                        float state1 = _shape.GetObjectState(th.Sequence, th._keyNum1, j).Visibility;
                        float state2 = _shape.GetObjectState(th.Sequence, th._keyNum2, j).Visibility;
                        if ((state1 - state2) * (state1 - state2) > 0.99f)
                            // goes from 0 to 1 -- discreet jump
                            _meshObjects[objectIndex].Visibility = th._keyPos < 0.5f ? state1 : state2;
                        else
                            // Interpolate between keyframes when visibility change is gradual
                            _meshObjects[objectIndex].Visibility = (1.0f - th._keyPos) * state1 + th._keyPos * state2;

                        // record change so that later threads don't over-write us...
                        beenSet.Set(objectIndex);
                    }
                }
            }
        }
        void _AnimateMatFrame(int ss)
        {
            if (_meshObjects.Length == 0)
                return;

            // find out who needs default values Set
            BitVector beenSet = new BitVector();
            beenSet.SetSize(_meshObjects.Length);
            beenSet.SetAll();
            for (int i = 0; i < _threadList.Count; i++)
                beenSet.TakeAway(_threadList[i].Sequence.DoesMaterialFrameMatter);

            // Set defaults
            int a = _shape.SubShapeFirstObject[ss];
            int b = a + _shape.SubShapeObjectCount[ss];
            for (int i = a; i < b; i++)
            {
                if (beenSet.Test(i))
                    _meshObjects[i].MaterialFrame = _shape.ObjectStates[i].MaterialFrameIndex;
            }

            // go through each thread and Set matFrame on those objects that
            // are not Set yet and are controlled by that thread
            BitVector objectMatters = new BitVector();
            for (int i = 0; i < _threadList.Count; i++)
            {
                Thread th = _threadList[i];

                objectMatters.Copy(ref th.Sequence.DoesFrameMatter);
                objectMatters.Overlap(th.Sequence.DoesMaterialFrameMatter);
                objectMatters.Overlap(th.Sequence.DoesVisibilityMatter);

                // skip to beginining of this sub-shape
                int j = 0;
                int start = objectMatters.Start();
                int end = b;
                for (int objectIndex = start; objectIndex < end; objectMatters.Next(ref objectIndex), j++)
                {
                    if (!beenSet.Test(objectIndex) && th.Sequence.DoesMaterialFrameMatter.Test(objectIndex))
                    {
                        int key = (th._keyPos < 0.5f) ? th._keyNum1 : th._keyNum2;
                        _meshObjects[objectIndex].MaterialFrame = _shape.GetObjectState(th.Sequence, key, j).MaterialFrameIndex;

                        // record change so that later threads don't over-write us...
                        beenSet.Set(objectIndex);
                    }
                }
            }
        }
        void _AnimateNodes(int ss)
        {
            if (_shape.Nodes.Length == 0)
                return;

            // temporary storage for node transforms
            int numNodes = _shape.Nodes.Length;
            if (_nodeCurrentRotations == null || _nodeCurrentRotations.Length < numNodes)
            {
                // grow all these arrays together...no need to check each individually
                TorqueUtil.GrowArray<Quaternion>(ref _nodeCurrentRotations, numNodes);
                TorqueUtil.GrowArray<Vector3>(ref _nodeCurrentTranslations, numNodes);
                TorqueUtil.GrowArray<Thread>(ref _workRotationThreads, numNodes);
                TorqueUtil.GrowArray<Thread>(ref _workTranslationThreads, numNodes);
            }

            BitVector rotBeenSet = new BitVector();
            BitVector tranBeenSet = new BitVector();
            BitVector scaleBeenSet = new BitVector();
            rotBeenSet.SetSize(numNodes);
            rotBeenSet.SetAll();
            tranBeenSet.SetSize(numNodes);
            tranBeenSet.SetAll();
            scaleBeenSet.SetSize(numNodes);
            scaleBeenSet.SetAll();

            int firstBlend = _threadList.Count;
            for (int i = 0; i < _threadList.Count; i++)
            {
                Thread th = _threadList[i];

                if (th.Sequence.IsBlend())
                {
                    // blend sequences need default (if not Set by other _sequence)
                    // break rather than continue because the rest will be blends too
                    firstBlend = i;
                    break;
                }
                rotBeenSet.TakeAway(th.Sequence.DoesRotationMatter);
                tranBeenSet.TakeAway(th.Sequence.DoesTranslationMatter);
                scaleBeenSet.TakeAway(th.Sequence.DoesScaleMatter);
            }

            rotBeenSet.TakeAway(_handsOffNodes);
            tranBeenSet.TakeAway(_handsOffNodes);

            // all the nodes marked above need to have the default transform
            int a = _shape.SubShapeFirstNode[ss];
            int b = a + _shape.SubShapeNodeCount[ss];
            for (int i = a; i < b; i++)
            {
                if (rotBeenSet.Test(i))
                {
                    _shape.DefaultRotations[i].Get(out _nodeCurrentRotations[i]);
                    _workRotationThreads[i] = null;
                }

                if (tranBeenSet.Test(i))
                {
                    _nodeCurrentTranslations[i] = _shape.DefaultTranslations[i];
                    _workTranslationThreads[i] = null;
                }
            }

            // don't want a transform in these cases...
            rotBeenSet.Overlap(_handsOffNodes);
            tranBeenSet.Overlap(_handsOffNodes);

            // default Scale
            if (ScaleCurrentlyAnimated())
                _HandleDefaultScale(a, b, ref scaleBeenSet);

            // handle non-blend sequences
            for (int i = 0; i < firstBlend; i++)
            {
                Thread th = _threadList[i];

                int nodeIndex = th.Sequence.DoesRotationMatter.Start();
                int end = b;
                for (int j = 0; nodeIndex < end; th.Sequence.DoesRotationMatter.Next(ref nodeIndex), j++)
                {
                    // skip nodes outside of this detail
                    if (nodeIndex < a)
                        continue;

                    if (!rotBeenSet.Test(nodeIndex))
                    {
                        Quaternion q1, q2;
                        _shape.GetRotation(th.Sequence, th._keyNum1, j, out q1);
                        _shape.GetRotation(th.Sequence, th._keyNum2, j, out q2);
                        Transform.Interpolate(q1, q2, th._keyPos, out _nodeCurrentRotations[nodeIndex]);
                        rotBeenSet.Set(nodeIndex);
                        _workRotationThreads[nodeIndex] = th;
                    }
                }

                nodeIndex = th.Sequence.DoesTranslationMatter.Start();
                end = b;
                for (int j = 0; nodeIndex < end; th.Sequence.DoesTranslationMatter.Next(ref nodeIndex), j++)
                {
                    if (nodeIndex < a)
                        continue;
                    if (!tranBeenSet.Test(nodeIndex))
                    {
                        Vector3 p1 = _shape.GetTranslation(th.Sequence, th._keyNum1, j);
                        Vector3 p2 = _shape.GetTranslation(th.Sequence, th._keyNum2, j);
                        Transform.Interpolate(p1, p2, th._keyPos, out _nodeCurrentTranslations[nodeIndex]);
                        _workTranslationThreads[nodeIndex] = th;
                        tranBeenSet.Set(nodeIndex);
                    }
                }

                if (ScaleCurrentlyAnimated())
                    _HandleAnimatedScale(th, a, b, ref scaleBeenSet);
            }

            // transitions...
            if (InTransition())
                _HandleTransitionNodes(a, b);

            // compute transforms
            for (int i = a; i < b; i++)
                if (!_handsOffNodes.Test(i))
                    Transform.SetMatrix(_nodeCurrentRotations[i], _nodeCurrentTranslations[i], out _nodeTransforms[i]);

            // add Scale onto transforms
            if (ScaleCurrentlyAnimated())
                _HandleNodeScale(a, b);

            // get callback transforms...
            if (_callbackNodes != null)
                for (int i = 0; i < _callbackNodes.Count; i++)
                    _callbackNodes[i].Transform.GetLocalMatrix(out _nodeTransforms[_callbackNodes[i].NodeIndex], true);

            // handle blend sequences
            for (int i = firstBlend; i < _threadList.Count; i++)
            {
                Thread th = _threadList[i];
                if (th._blendDisabled)
                    continue;

                _HandleBlendSequence(th, a, b);
            }

            // multiply transforms...
            for (int i = a; i < b; i++)
            {
                int parentIdx = _shape.Nodes[i].ParentIndex;
                if (parentIdx >= 0)
                    _nodeTransforms[i] = Matrix.Multiply(_nodeTransforms[i], _nodeTransforms[parentIdx]);
            }
        }
        void _HandleDefaultScale(int a, int b, ref BitVector scaleBeenSet)
        {
            // Set default Scale values (i.e., SetIdentity) and do any initialization
            // relating to animated Scale (since Scale normally not animated)

            int numNodes = _shape.Nodes.Length;
            TorqueUtil.GrowArray<Thread>(ref ShapeInstance._workScaleThreads, numNodes);
            scaleBeenSet.TakeAway(_handsOffNodes);
            if (AnimatesUniformScale())
            {
                TorqueUtil.GrowArray<float>(ref ShapeInstance._nodeCurrentUniformScales, numNodes);
                for (int i = a; i < b; i++)
                    if (scaleBeenSet.Test(i))
                    {
                        ShapeInstance._nodeCurrentUniformScales[i] = 1.0f;
                        ShapeInstance._workScaleThreads[i] = null;
                    }
            }
            else if (AnimatesAlignedScale())
            {
                TorqueUtil.GrowArray<Vector3>(ref ShapeInstance._nodeCurrentAlignedScales, numNodes);
                for (int i = a; i < b; i++)
                    if (scaleBeenSet.Test(i))
                    {
                        ShapeInstance._nodeCurrentAlignedScales[i] = new Vector3(1.0f, 1.0f, 1.0f);
                        ShapeInstance._workScaleThreads[i] = null;
                    }
            }
            else
            {
                TorqueUtil.GrowArray<ArbitraryScale>(ref ShapeInstance._nodeCurrentArbitraryScales, numNodes);
                for (int i = a; i < b; i++)
                    if (scaleBeenSet.Test(i))
                    {
                        _nodeCurrentArbitraryScales[i].SetIdentity();
                        _workScaleThreads[i] = null;
                    }
            }

            scaleBeenSet.Overlap(_handsOffNodes);
        }