FBX Export: relax bindpose matrix check slightly.
Apparently +/- 1e-5 is too strict.pull/1858/head
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@ -1784,7 +1784,7 @@ void FBXExporter::WriteObjects ()
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// this should be the same as the bone's mOffsetMatrix.
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// if it's not the same, the skeleton isn't in the bind pose.
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const float epsilon = 1e-5f; // some error is to be expected
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const float epsilon = 1e-4f; // some error is to be expected
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bool bone_xform_okay = true;
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if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
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not_in_bind_pose.insert(b);
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