add check for models that were missed during BindGLTFPrimitiveToBones to not segfault the program
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@ -1615,6 +1615,10 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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for (int m = 0; m < model.meshCount; m++)
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for (int m = 0; m < model.meshCount; m++)
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{
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{
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Mesh mesh = model.meshes[m];
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Mesh mesh = model.meshes[m];
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if(mesh.boneIds == NULL || mesh.boneWeights == NULL){
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TRACELOG(LOG_WARNING, "MODEL: UpdateModelAnimation Mesh %i has no connection to bones",m);
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continue;
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}
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bool updated = false; // set to true when anim vertex information is updated
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bool updated = false; // set to true when anim vertex information is updated
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Vector3 animVertex = { 0 };
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Vector3 animVertex = { 0 };
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Vector3 animNormal = { 0 };
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Vector3 animNormal = { 0 };
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