Check material before applying bone transform to skinned mesh during raycasting
@@ -368,7 +368,7 @@ function checkBufferGeometryIntersection( object, material, raycaster, ray, posi
}
- if ( object.isSkinnedMesh ) {
+ if ( object.isSkinnedMesh && material.skinning ) {
object.boneTransform( a, _vA );
object.boneTransform( b, _vB );