add maxDelta to blend between glTF and dynamic bone animations
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@@ -118,8 +118,9 @@ namespace flutter_filament
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int numFrames,
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float frameLengthInMs,
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float fadeOutInSecs,
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float fadeInInSecs
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);
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float fadeInInSecs,
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float maxDelta
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);
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std::unique_ptr<std::vector<math::mat4f>> getBoneRestTranforms(EntityId entityId, int skinIndex);
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void resetBones(EntityId entityId);
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