Animation update

Hi

From time to time I need to update about 30 128x128 rendertargets with avatar set to specific animation frame
(this is mainly during load times, so frame is OK)
I have special camera, and special avatar for this:

// Animation ActorComponent = ...;

foreach (rendertarget in rendertargets)
{
   ActorComponent[Clip.name].speed = 0.0f;
   ActorComponent[Clip.name].time  = SomeValue;
   ActorComponent[Clip.name].enabled = true;
   ActorComponent[Clip.name].weight = 1.0f;
   ActorComponent.Sample();

  RenderingCamera.targetTexture = rendertarget;
  RenderingCamera.Render();
}

but the efect is that that only the root of animation (Hips in my case) is updated between
consecutive RenderingCamera.Render() calls, the rest of animation stays
is there any other way to acomplish this ?
This:

 Transform[] AllTForms = ActorComponent.gameObject.GetComponentsInChildren<Transform>();
  foreach( var TForm in AllTForms )
                ActorComponent[Clip.name].clip.SampleAnimation( TForm.gameObject, SomeValue);

does not help to
any other way around this problem ?
(note tha i need to render to texture(s) many frames of that same animation using Camera.Render()
I dont see in documentation any statement that Camera.Render updates animations or not)

OK, problem solved, I assumed that .Sample() will set animation immediatelly, this is not the case … animation will be set after next Update() call, so I’v ended up doing my rendering one by time over period of 30 frames :/.