add maxDelta to blend between glTF and dynamic bone animations
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@@ -149,7 +149,8 @@ extern "C"
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int numFrames,
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float frameLengthInMs,
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float fadeOutInSecs,
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float fadeInInSecs);
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float fadeInInSecs,
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float maxDelta);
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EMSCRIPTEN_KEEPALIVE void get_local_transform(void *sceneManager,
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EntityId entityId, float* const);
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EMSCRIPTEN_KEEPALIVE void get_rest_local_transforms(void *sceneManager,
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