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@@ -1932,22 +1932,24 @@
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// Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
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sceneGraph.updateMatrixWorld( true );
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- // Put skeleton into bind pose.
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- var BindPoseNode = FBXTree.Objects.subNodes.Pose;
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- for ( var nodeID in BindPoseNode ) {
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+ var worldMatrices = new Map();
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- if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
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+ // Put skeleton into bind pose.
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+ if ( 'Pose' in FBXTree.Objects.subNodes ) {
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- BindPoseNode = BindPoseNode[ nodeID ];
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- break;
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+ var BindPoseNode = FBXTree.Objects.subNodes.Pose;
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+ for ( var nodeID in BindPoseNode ) {
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- }
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+ if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
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- }
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- if ( BindPoseNode ) {
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+ BindPoseNode = BindPoseNode[ nodeID ];
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+ break;
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+
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+ }
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+
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+ }
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var PoseNode = BindPoseNode.subNodes.PoseNode;
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- var worldMatrices = new Map();
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for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
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