private static void ExportSkeletonAnimationClipData(Animator animator, bool autoPlay, BabylonSkeleton skeleton, Transform[] bones, BabylonMesh babylonMesh, AnimationClip clip)
        {
            var frameTime = 1.0f / clip.frameRate;
            int animationFrameCount = (int)(clip.length * clip.frameRate);

            if (autoPlay)
            {
                babylonMesh.autoAnimate = true;
                babylonMesh.autoAnimateFrom = 0;
                babylonMesh.autoAnimateTo = animationFrameCount;
                babylonMesh.autoAnimateLoop = true;
            }

            foreach (var bone in skeleton.bones)
            {
                var keys = new List<BabylonAnimationKey>();
                var transform = bones.Single(b => b.name == bone.name);

                AnimationMode.BeginSampling();
                for (var i = 0; i < animationFrameCount; i++)
                {
                    clip.SampleAnimation(animator.gameObject, i * frameTime);

                    var local = (transform.parent.localToWorldMatrix.inverse * transform.localToWorldMatrix);
                    float[] matrix = new[] {
                        local[0, 0], local[1, 0], local[2, 0], local[3, 0],
                        local[0, 1], local[1, 1], local[2, 1], local[3, 1],
                        local[0, 2], local[1, 2], local[2, 2], local[3, 2],
                        local[0, 3], local[1, 3], local[2, 3], local[3, 3]
                    };

                    var key = new BabylonAnimationKey
                    {
                        frame = i,
                        values = matrix,
                    };
                    keys.Add(key);
                }
                AnimationMode.EndSampling();

                var babylonAnimation = new BabylonAnimation
                {
                    name = bone.name + "Animation",
                    property = "_matrix",
                    dataType = (int)BabylonAnimation.DataType.Matrix,
                    loopBehavior = (int)BabylonAnimation.LoopBehavior.Cycle,
                    framePerSecond = (int)clip.frameRate,
                    keys = keys.ToArray()
                };

                bone.animation = babylonAnimation;
            }
        }