transform matrix animation import fix.
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@@ -976,11 +976,11 @@ void AnimationImporter::translate_Animations_NEW ( COLLADAFW::Node * node ,
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}
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}
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}
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if (is_rotation || is_matrix) {
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if (is_rotation) {
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if (is_joint)
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{
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/*bPoseChannel *chan = get_pose_channel(ob->pose, bone_name);
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chan->rotmode = ROT_MODE_Quat;*/
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bPoseChannel *chan = get_pose_channel(ob->pose, bone_name);
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chan->rotmode = ROT_MODE_EUL;
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}
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else
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{
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