* Now always works, regardless of whether or not Rig or AnimGraph animations
are enabled.
* Changed joint radius to 1 cm.
* Changed xyz axis length to 4 cm.
* Debug Draw Bind Pose - used to display the current avatar's bind pose
* Debug Draw Animation - used to display the current avatar's AnimGraph animation.
Currently does not work with old animation so it's only valid when Enable Anim Graph is true.
* Draw Mesh - used to hide or display the avatar mesh.
When TRUST_BIND_TRANSFORM is defined in AnimSkeleton, the bind pose is taken
from the FBXJoint::bindTransform field, which is correct for all joints
bound to actual geometry. Basically it's not trust worthy for bones NOT bound to anything.
When TRUST_BIND_TRANSFORM is not defined, the bind pose is taken from the other
FBXJoint fields. Unfortunatly these poses are NOT the bind pose, but instead
are taken from the FBX files 'resting' pose. i.e. frame 0.
std::vector.reserve() and raw access do not mix.
raw access will only work if you push_back elements onto the vector
first. However this worked fine on MacOSX, probably due to differences
in STL implementations.
Some code clean up and some commented out debugging lines.
Debug rendering of animaions of fight club model is not working.
Not sure what frame these transformations are in.