Small improvements to matrix math in bones
Baked bone matrices into 1 position.
Lerping bone keyframes (fake hard-coded keyframes).
More work on importing baked bone matrices from maya.
Skeletal animation works with baked bone matrices.
Splitting RigidAnimation and BakedSkeletalAnimation into 2 seperate components so that they can coexist on the same game object.
Merge pull request #14 from VajraFramework/bones

Bones