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@@ -10,6 +10,7 @@
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private _meshesWithPoseMatrix = new Array<AbstractMesh>();
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private _animatables: IAnimatable[];
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private _identity = Matrix.Identity();
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+ private _synchronizedWithMesh: AbstractMesh;
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private _ranges: { [name: string]: AnimationRange; } = {};
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@@ -240,7 +241,11 @@
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if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
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mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
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-
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+ }
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+
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+ if (this._synchronizedWithMesh !== mesh) {
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+ this._synchronizedWithMesh = mesh;
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+
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// Prepare bones
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for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
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var bone = this.bones[boneIndex];
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