StringCallback onError = DefaultErrorCallback) const;
/*
- * @brief Sets up joint matrix properties and constraints on actors that are involved in skeletal
- * animation (i.e. those that are between (inclusive) the lower and upper bounds of any skeleton),
- * to ensure the correct update of meshes skinned to these skeletons.
- * @param iRoot The index of the scene root node. Skeletons that aren't descendants of this node
- * will be ignored.
- * @param skeletons The list of skeletons that require setting up.
- * @param rootActor The Actor corresponding to the root node, which will be used to locate
- * other actors.
- */
- void ConfigureSkeletonJoints(uint32_t iRoot, const SkeletonDefinition::Vector& skeletons, Actor rootActor) const;
-
- /*
* @brief Ensures that there is no overlap between shaders used by nodes that have
* meshes skinned to different skeletons.
*/