Skinned meshes now in T-Pose when not it's blendtree is null
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@@ -249,6 +249,18 @@ void Skeleton::GetFinalPose(std::map<int, Skeleton::PoseData>& poseDatas, std::v
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}
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std::vector<glm::mat4> Skeleton::GetTPose()
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{
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std::vector<glm::mat4> finalMatrices;
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for (auto b : Bones) {
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finalMatrices.push_back(glm::mat4(1));
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}
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return finalMatrices;
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}
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void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix)
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{
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glm::mat4 boneMatrix;
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