Fix vertex skin count output causing static models
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@ -890,11 +890,6 @@ namespace Bfres.Structs
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shape.VertexBufferIndex = shapes.Count;
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shape.VertexBufferIndex = shapes.Count;
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shape.vertices = obj.vertices;
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shape.vertices = obj.vertices;
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progressBar.Task = $"Generating Max Skin Influence. Mesh: {obj.ObjectName}";
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progressBar.Refresh();
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shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
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progressBar.Task = $"Creating Attributes. Mesh: {obj.ObjectName}";
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progressBar.Task = $"Creating Attributes. Mesh: {obj.ObjectName}";
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progressBar.Refresh();
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progressBar.Refresh();
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@ -937,6 +932,14 @@ namespace Bfres.Structs
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shape.BoneIndices = shape.GetIndices(Skeleton);
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shape.BoneIndices = shape.GetIndices(Skeleton);
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progressBar.Task = $"Generating Max Skin Influence. Mesh: {obj.ObjectName}";
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progressBar.Refresh();
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shape.VertexSkinCount = obj.GetMaxSkinInfluenceCount();
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Console.WriteLine($"VertexSkinCount 1 {shape.VertexSkinCount}");
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progressBar.Task = $"Saving shape. Mesh: {obj.ObjectName}";
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progressBar.Task = $"Saving shape. Mesh: {obj.ObjectName}";
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progressBar.Refresh();
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progressBar.Refresh();
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