Hi there, we have some strange problems when using the okino polytrans exported (x-files using skinned meshes, exported from maya). We use the "Flip Z of Vectors and Reverse Angle of Quaternions" option. But that just as a sidenote. 1. There seem to be no problems when playbacking animations at standard speed 2. When going into slow motion there are reproducable bugs, means they always happen at the same time. It looks like as the angles of some bones are flipping during interpolation between two "key"-frames. A frame later they appear to be normal. We use the standard ways of directx to playback animations, using DXUT like the samples in the SDK - we don't use anything different than them. Any idea how we can solve this? Best Regards, Flo