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feat: updateBoneMatricesForInstance #7859
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I feel like maybe we can formalize
addInstance
below instead of adding this method?We can do some validation of the the animation associated with the "new", added instance vs the one that's used to build this animator.
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I thought so as well first. However, the "problem" I found with that is that we are again creating all those channels and data for the new instance.
With the solution I have right now we don't need to recreate any data (however I admit that my solution is maybe a bit fragile as it relies on the name of the entities to synchronise entity transforms).
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(The solution I am talking about is not visible in this PR but it is what I outlined here)