I want to play 2 animations at the same time using CCArmature, but the result isn't correct

My Cocos2dx version: 2.1.4
For example, there are two monsters in a game scene, I want one of monsters play animation “anim_eat”, the other play “anim_walk”.Here is my Code:

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

CCArmatureDataManager *pArmtureDataMgr = CCArmatureDataManager::sharedArmatureDataManager();
pArmtureDataMgr->addArmatureFileInfo("filname.png", "filename.plist", "filename.xml");

CCArmature *pArmWalk = CCArmature::create("ArmtureTag");
pArmWalk->getAnimation()->play("anim_walk", -1 , -1, 1);
pArmWalk->setAnchorPoint(CCPoint(0.5f, 0.5f));
pArmWalk->setPosition(winSize.width / 2.0f, winSize.height / 2.0f);

this->addChild(pArmWalk);

CCArmature *pArmEat = CCArmature::create("ArmtureTag");
pArmEat->getAnimation()->play("anim_eat", -1, -1, 1);
pArmEat->setAnchorPoint(CCPoint(0.5f, 0.5f));
pArmEat->setPosition(winSize.width / 3.0f, winSize.height / 3.0f);

this->addChild(pArmEat);

But actually, both of monsters are play “anim_eat”.
I exchange the code order of two animation, make “anim_eat” run before “anim_walk”.
The result is that those are play “anim_walk”.This means that which animation play is determined by the last Calling CCArmatureAnimation::Play().
Wow, Is my Code right?Or, Is a bug in Cocos2dx 2.1.4?:frowning:

I have surprised to find that if i running these code under window 7, these two monsters play their animation independently. That is what i wanted!
But I’m still not understand why under window xp, it run wrong.

Hi, do you know how to scale a CCArmature ?? I have setScale to the CCArmature , it works. but when i change a CCArmatureAnimation to play, the new Animation was error, it is not be scale.