42 bool createFBXHeaders(FbxString fileVersion, std::string l_FileName, FbxManager* & l_Manager, FbxExporter* & l_Exporter,
45 const glm::mat4& matrix = glm::mat4(1.0f),
const glm::vec3& offset = glm::vec3(0.0f));
47 std::map<int, FbxNode*>& l_boneNodes);
48 void storeBindPose(FbxScene* & l_scene, std::vector<FbxCluster*> l_boneClusters, FbxNode* l_meshNode);
51 std::map<int, FbxNode*>& skeleton);