AnimatedMesh Type
A mesh with skeleton data for GPU skinning.
Load once from a Model via AnimatedMesh.fromModel, then share across
all entities that use the same mesh. Each entity computes its own bone matrices
via AnimatedMesh.computeBoneMatrices and passes them to DrawSkinnedMesh.
This avoids per-entity model copies and CPU skinning — the GPU does the vertex transform.
Mibo