use boneName instead of boneIndex for setBoneTransform
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@@ -387,15 +387,19 @@ external void add_bone_animation(
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);
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@ffi.Native<
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ffi.Bool Function(ffi.Pointer<ffi.Void>, EntityId,
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ffi.Pointer<ffi.Char>, ffi.Pointer<ffi.Float>, ffi.Int)>(
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ffi.Bool Function(
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ffi.Pointer<ffi.Void>,
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EntityId,
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ffi.Pointer<ffi.Char>,
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ffi.Pointer<ffi.Float>,
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ffi.Pointer<ffi.Char>)>(
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symbol: 'set_bone_transform', assetId: 'flutter_filament_plugin')
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external bool set_bone_transform(
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ffi.Pointer<ffi.Void> assetManager,
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int asset,
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ffi.Pointer<ffi.Char> entityName,
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ffi.Pointer<ffi.Float> transform,
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int boneIndex,
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ffi.Pointer<ffi.Char> boneName,
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);
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@ffi.Native<
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@@ -1049,30 +1053,6 @@ external bool set_morph_animation_ffi(
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double frameLengthInMs,
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);
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@ffi.Native<
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ffi.Void Function(
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ffi.Pointer<ffi.Void>,
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EntityId,
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ffi.Pointer<ffi.Float>,
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ffi.Int,
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ffi.Int,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Pointer<ffi.Pointer<ffi.Char>>,
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ffi.Int,
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ffi.Float)>(
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symbol: 'set_bone_animation_ffi', assetId: 'flutter_filament_plugin')
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external void set_bone_animation_ffi(
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ffi.Pointer<ffi.Void> assetManager,
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int asset,
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ffi.Pointer<ffi.Float> frameData,
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int numFrames,
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int numBones,
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ffi.Pointer<ffi.Pointer<ffi.Char>> boneNames,
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ffi.Pointer<ffi.Pointer<ffi.Char>> meshName,
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int numMeshTargets,
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double frameLengthInMs,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int, ffi.Bool,
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ffi.Bool, ffi.Bool, ffi.Float)>(
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