Don't require a M3d animation only file to have a mesh. There are valid use cases for animation only files that can be applied to N other meshes. (#5475)
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@ -7045,8 +7045,8 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
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else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName,
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else TRACELOG(LOG_INFO, "MODEL: [%s] M3D data loaded successfully: %i animations, %i bones, %i skins", fileName,
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m3d->numaction, m3d->numbone, m3d->numskin);
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m3d->numaction, m3d->numbone, m3d->numskin);
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// No animation or bone+skin?
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// No animation or bones, exit out. skins are not required because some people use one animation for N models
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if (!m3d->numaction || !m3d->numbone || !m3d->numskin)
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if (!m3d->numaction || !m3d->numbone)
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{
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{
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m3d_free(m3d);
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m3d_free(m3d);
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UnloadFileData(fileData);
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UnloadFileData(fileData);
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