- mdl_unpack_glmesh( src, &ch->mesh );
-
- skeleton_setup( &ch->sk, src );
- ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
- ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
- ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
- ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
- ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
- ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
- ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
- ch->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
- ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
- ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
- ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
- ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
-
- ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
- ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
- ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
- ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
- ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
- ch->id_head = skeleton_bone_id( &ch->sk, "head" );
-
- /* setup ragdoll */
-
- if( ch->sk.collider_count )