remove duplicate calculation of invRotation in UpdateModelAnimationBones
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@ -2297,13 +2297,12 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
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Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
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Vector3 outScale = anim.framePoses[frame][boneId].scale;
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Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
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Quaternion invRotation = QuaternionInvert(inRotation);
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Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), invRotation);
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Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
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Vector3 boneTranslation = Vector3Add(
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Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
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outRotation), outTranslation);
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Vector3 boneTranslation = Vector3Add(Vector3RotateByQuaternion(
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Vector3Multiply(outScale, invTranslation), outRotation), outTranslation);
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Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
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Vector3 boneScale = Vector3Multiply(outScale, invScale);
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