Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy
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@@ -38,10 +38,7 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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return;
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}
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glm::mat4 boneTransform = skeleton->GetBoneTransformSuper(id);
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//glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::mat4 boneTransform = skeleton->GetBoneTransform(skeleton->Bones[id], animation, (double)parent["Animation"]["Time1"], glm::mat4(1));
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glm::vec3 scale;
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glm::quat rotation;
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glm::vec3 translation;
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