testing spaceship model for static mesh, initial setup for simple skel mesh data, some modifications of exporter to stop using old code paths
got basic skel mesh loading done, without any sort of animation. need to work on animations
added skeletal hash to skeletal meshes to identify which anims may work with it
fixed issue for having multiple sets of indices in single IBO referencing a single VBO not getting drawn correctly
lines
fixed vertex attribute issues for skeletal mesh, now need to fix animations
got very basic anim importing working, need to clean up
reworked skeletal mesh to hold bind pose so it is animation independent, now we have tpose in game and can share animations between meshes and vice-versa. doesn't matter if this is in a tpose or not as long as we get proper bind pose matrices when exporting (but tpose is nice since it is anim independent)