+ /* load in reference player model, with animations and such */
+ /* FIXME: This is allocated as un-freeable systems memory */
+
+ mdl_open( &av->meta, path, vg_mem.rtmemory );
+ mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
+ mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
+ mdl_close( &av->meta );
+
+ struct skeleton *sk = &av->sk;
+ skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
+
+ av->id_hip = skeleton_bone_id( sk, "hips" );
+ av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
+ av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
+ av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
+ av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
+ av->id_head = skeleton_bone_id( sk, "head" );
+ av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
+ av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
+ av->id_board = skeleton_bone_id( sk, "board" );
+ av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
+ av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
+ av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
+ av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );