+/*
+ * Take the final matrices and decompose it into an absolute positioned anim
+ */
+VG_STATIC void skeleton_decompose_mtx_absolute( struct skeleton *skele,
+ mdl_keyframe *anim ){
+ for( u32 i=1; i<skele->bone_count; i++ ){
+ struct skeleton_bone *sb = &skele->bones[i];
+ mdl_keyframe *kf = &anim[i-1];
+ m4x3_decompose( skele->final_mtx[i], kf->co, kf->q, kf->s );
+ }
+}
+