/// <summary> /// Bind self to animation instance. This just means building the /// key index to bone index lookup table. /// </summary> /// <param name="inst"></param> private void Bind(AnimationInstance inst) { keyIdxToBoneIdx = new int[KeysList.Length]; for (int i = 0; i < keyIdxToBoneIdx.Length; ++i) { keyIdxToBoneIdx[i] = inst.BoneIndex(KeysList[i].BoneName); } }