+ mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
+
+ u32 fixup_table[ armature->bone_count+1 ];
+ for( u32 i=0; i<armature->bone_count+1; i ++ )
+ fixup_table[i] = 0;
+
+ for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
+ struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
+ u32 hash = vg_strdjb2( sb->name );
+
+ for( u32 j=1; j<armature->bone_count; j ++ ){
+ mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
+
+ if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
+ fixup_table[j+1] = i;
+ break;
+ }
+ }
+ }
+
+ dynamic_model_load( &ctx, &board->mdl, path, fixup_table );