fix order of operations for bone scale in UpdateModelAnimation
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@ -2029,8 +2029,8 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
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// Vertices processing
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// NOTE: We use meshes.vertices (default vertex position) to calculate meshes.animVertices (animated vertex position)
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animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3Subtract(animVertex, inTranslation);
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animVertex = Vector3Multiply(animVertex, outScale);
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animVertex = Vector3RotateByQuaternion(animVertex, QuaternionMultiply(outRotation, QuaternionInvert(inRotation)));
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animVertex = Vector3Add(animVertex, outTranslation);
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//animVertex = Vector3Transform(animVertex, model.transform);
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