internal float[] calculateValues(float frame)
{
for (int i = 0; i != FCurves.Length; ++i)
{
KeyFrame start, end;
FCurves[i].GetKeyFrames(frame, out start, out end);
float interpolation = (frame - start.Cordinate.X) / (end.Cordinate.X - start.Cordinate.X);
calculatedValues[i] = start.Cordinate.Y + ((end.Cordinate.Y - start.Cordinate.Y) * interpolation);
}
return calculatedValues;
}