Skinned meshes now in T-Pose when not it's blendtree is null
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@@ -77,6 +77,9 @@ public:
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std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
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void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
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std::vector<glm::mat4> GetTPose();
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std::map<std::string, Animation> Animations;
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private:
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Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);
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