Handle model files with too many joints
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@ -317,7 +317,7 @@ public class ModelFile
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var objTrans = Matrix4x4.Identity;
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if (subObj.Joint != -1)
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{
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var ang = float.DegreesToRadians(joints[subObj.Joint]);
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var ang = subObj.Joint >= joints.Length ? 0 : float.DegreesToRadians(joints[subObj.Joint]);
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// TODO: Is this correct? Should I use a manual rotation matrix?
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var jointRot = Matrix4x4.CreateFromYawPitchRoll(0, ang, 0);
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objTrans = jointRot * subObj.Transform;
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