
This DLX adds some new exposure to skin.  It adds 4 new methods so you can get/set the bind matrices of the bones and skinned objects.



skinOps2.GetBoneBindTM <SkinModifier>  <BoneNode>
	SkinModifier is the pointer to the skin modifier
	BoneNode is the node pointer of the bone that you want to retrieve the tm
	This returns a bone initial bind tm

skinOps2.GetMeshBindTM <SkinModifier>  <SkinNode>
	SkinModifier is the pointer to the skin modifier
	SkinNode is the node pointer of the skinned mesh that you want to retrieve the tm
	This returns the skins initial bindtm



skinOps2.SetBoneBindTM <SkinModifier>  <BoneNode> <Matrix3>
	SkinModifier is the pointer to the skin modifier
	BoneNode is the node pointer of the bone that you want to set the tm
	Matrix3 the intial bind tm for the bone
	This sets a bone initial bind tm

skinOps2.SetMeshBindTM <SkinModifier>  <SkinNode> <Matrix3>
	SkinModifier is the pointer to the skin modifier
	SkinNode is the node pointer of the skinned mesh that you want to set the tm
	Matrix3 the intial bind tm for the skin
	This sets the skins initial bindtm


Example code

skinOps2.GetBoneBindTM $.modifiers[#Skin] $Bone01
skinOps2.GetMeshBindTM $.modifiers[#Skin] $Cylinder01

tm = (matrix3 [-0.053258,0,0.998578] [-0.998581,-6.38743e-007,-0.0532582] [6.39865e-007,-1,0] [1.71619,0,-2.49489])

skinOps2.SetBoneBindTM $.modifiers[#Skin] $Bone01 tm
skinOps2.SetMeshBindTM $.modifiers[#Skin] $Cylinder01 tm


