Another importing fix from my stupid mistakes
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@ -202,7 +202,16 @@ namespace Switch_Toolbox.Library
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if (scene.RootNode != null)
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if (scene.RootNode != null)
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{
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{
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var idenity = Matrix4x4.Identity;
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var idenity = Matrix4x4.Identity;
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var SklRoot = GetSklRoot(scene.RootNode, BoneNames);
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if (SklRoot != null)
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{
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BuildSkeletonNodes(SklRoot, BoneNames, skeleton, ref idenity);
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}
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else
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{
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BuildSkeletonNodes(scene.RootNode, BoneNames, skeleton, ref idenity);
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BuildSkeletonNodes(scene.RootNode, BoneNames, skeleton, ref idenity);
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}
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skeleton.update();
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skeleton.update();
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skeleton.reset();
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skeleton.reset();
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@ -481,20 +490,12 @@ namespace Switch_Toolbox.Library
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else
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else
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{
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{
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if (node.HasChildren)
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if (node.HasChildren)
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{
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var SklRoot = GetSklRoot(node, boneNames);
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if (SklRoot != null)
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{
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BuildSkeletonNodes(SklRoot, boneNames, skeleton, ref world);
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}
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else
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{
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{
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foreach (Node child in node.Children)
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foreach (Node child in node.Children)
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BuildSkeletonNodes(child, boneNames, skeleton, ref world);
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BuildSkeletonNodes(child, boneNames, skeleton, ref world);
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}
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}
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}
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}
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}
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}
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}
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private List<Node> tempBoneNodes = new List<Node>();
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private List<Node> tempBoneNodes = new List<Node>();
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private void CreateByNode(Node node, STSkeleton skeleton, string ParentArmatureName,
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private void CreateByNode(Node node, STSkeleton skeleton, string ParentArmatureName,
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