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Jun 20th, 2018
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  1. internal void FinishAnimation(Matrix worldmatrix)
  2. {
  3. //-----------------------------------------------
  4. int lenght = worldTransforms.Length;
  5.  
  6. worldTransforms[0] = boneTransforms[0]
  7. * currentAnimation.inverseBindPose[0] * skinData.BindPose[0]
  8. * worldmatrix;
  9. for (int i = 1; i < lenght; i++)
  10. {
  11. int parent = skinData.SkeletonHierarchy[i];
  12. worldTransforms[i] = boneTransforms[i]
  13. * currentAnimation.inverseBindPose[i] * skinData.BindPose[i]
  14. * worldTransforms[parent];
  15. }
  16.  
  17. for (int i = 0; i < lenght; i++)
  18. {
  19. skinTransforms[i] = skinData.InverseBindPose[i] * worldTransforms[i];
  20. }
  21. }
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