set bindShapeMatrix to identity
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@@ -166,6 +166,14 @@ static void CopyValue(const aiMatrix4x4& v, glTF::mat4& o)
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o[12] = v.a4; o[13] = v.b4; o[14] = v.c4; o[15] = v.d4;
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}
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static void IdentityMatrix4(glTF::mat4& o)
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{
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o[ 0] = 1; o[ 1] = 0; o[ 2] = 0; o[ 3] = 0;
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o[ 4] = 0; o[ 5] = 1; o[ 6] = 0; o[ 7] = 0;
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o[ 8] = 0; o[ 9] = 0; o[10] = 1; o[11] = 0;
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o[12] = 0; o[13] = 0; o[14] = 0; o[15] = 1;
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}
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inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& buffer,
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unsigned int count, void* data, AttribType::Value typeIn, AttribType::Value typeOut, ComponentType compType, bool isIndices = false)
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{
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@@ -858,6 +866,12 @@ void glTFExporter::ExportSkins()
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std::cout << "Node->id " << nodeRef->id << "\n";
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skinRef->bindShapeMatrix.isPresent = true;
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// CopyValue(n->mTransformation, skinRef->bindShapeMatrix.value);
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// aiIdentityMatrix4(skinRef->bindShapeMatrix.value);
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IdentityMatrix4(skinRef->bindShapeMatrix.value);
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// skinRef->bindShapeMatrix;
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// skinRef->inverseBindMatrices;
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