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b3d -> glTF: Use mesh as skeleton root
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b3d.lua
2
b3d.lua
@ -961,7 +961,7 @@ do
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return #anim.inv_bind_mats
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end),
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joints = anim.joints,
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skeleton = anim.joints[1],
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skeleton = node_id,
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})
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skin_id = #skins - 1 -- 0-based
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end
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