AutoAnimationBlend now working correctly for unique nodes
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@@ -238,7 +238,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
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return blendInfo;
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}
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void BlendTree::Blend(std::map<int, glm::mat4>& pose)
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void BlendTree::Blend(std::map<int, Skeleton::PoseData>& pose)
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{
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Node* currentNode;
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Node* start = m_Root;
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@@ -301,7 +301,7 @@ std::vector<glm::mat4> BlendTree::AccumulateFinalPose()
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return finalPose;
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}
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std::map<int, glm::mat4> pose;
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std::map<int, Skeleton::PoseData> pose;
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Blend(pose);
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m_Skeleton->GetFinalPose(pose, finalPose, m_FinalBoneTransforms);
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