Added skin support and simplified APIs to override bone position.
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@ -176,7 +176,6 @@ Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
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Skeleton *sk = memnew(Skeleton);
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int bone = 0;
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sk->set_use_bones_in_world_transform(true); // This improves compatibility in Collada
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for (int i = 0; i < p_node->children.size(); i++) {
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_populate_skeleton(sk, p_node->children[i], bone, -1);
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@ -2133,7 +2133,7 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
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Vector<Skeleton *> skeletons;
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for (int i = 0; i < state.skins.size(); i++) {
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Skeleton *s = memnew(Skeleton);
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s->set_use_bones_in_world_transform(false); //GLTF does not need this since meshes are always local
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String name = state.skins[i].name;
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if (name == "") {
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name = _gen_unique_name(state, "Skeleton");
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