<!-- AVATAR-FORGE · part 181 -->
chedBindMode ) {

			this.bindMatrixInverse.copy( this.bindMatrix ).invert();

		} else {

			console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );

		}

	}

	applyBoneTransform( index, vector ) {

		const skeleton = this.skeleton;
		const geometry = this.geometry;

		_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
		_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );

		_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );

		vector.set( 0, 0, 0 );

		for ( let i = 0; i < 4; i ++ ) {

			const weight = _skinWeight.getComponent( i );

			if ( weight !== 0 ) {

				const boneIndex = _skinIndex.getComponent( i );

				_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );

				vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );

			}

		}

		return vector.applyMatrix4( this.bindMatrixInverse );

	}

}

class Bone extends Object3D {

	constructor() {

		super();

		this.isBone = true;

		this.type = 'Bone';

	}

}

class DataTexture extends Texture {

	constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {

		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );

		this.isDataTexture = true;

		this.image = { data: data, width: width, height: height };

		this.generateMipmaps = false;
		this.flipY = false;
		this.unpackAlignment = 1;

	}

}

const _offsetMatrix = /*@__PURE__*/ new Matrix4();
const _identityMatrix$1 = /*@__PURE__*/ new Matrix4();

class Skeleton {

	constructor( bones = [], boneInverses = [] ) {

		this.uuid = generateUUID();

		this.bones = bones.slice( 0 );
		this.boneInverses = boneInverses;
		this.boneMatrices = null;

		this.boneTexture = null;

		this.init();

	}

	init() {

		const bones = this.bones;
		const boneInverses = this.boneInverses;

		this.boneMatrices = new Float32Array( bones.length * 16 );

		// calculate inverse bone matrices if necessary

		if ( boneInverses.length === 0 ) {

			this.calculateInverses();

		} else {

			// handle special case

			if ( bones.length !== boneInverses.length ) {

				console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );

				this.boneInverses = [];

				for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

					this.boneInverses.push( new Matrix4() );

				}

			}

		}

	}

	calculateInverses() {

		this.boneInverses.length = 0;

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const inverse = new Matrix4();

			if ( this.bones[ i ] ) {

				inverse.copy( this.bones[ i ].matrixWorld ).invert();

			}

			this.boneInverses.push( inverse );

		}

	}

	pose() {

		// recover the bind-time world matrices

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone ) {

				bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();

			}

		}

		// compute the local matrices, positions, rotations and scales

		for ( let i = 0, il = this.bones.length; i < il; i ++ ) {

			const bone = this.bones[ i ];

			if ( bone ) {

				if ( bone.parent && bone.parent.isBone ) {

					bone.matrix.copy( bone.parent.matrixWorld ).invert();
					bone.matrix.multiply( bone.matrixWorld );

				} else {

					bone.matrix.copy( bone.matrixWorld );

				}

				bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

			}

		}

	}

	update() {

		const bones = this.bones;
		const boneInverses = this.boneInverses;
		const boneMatrices = this.boneMatrices;
		const boneTexture = this.boneTexture;

		// flatten bone matrices to array

		for ( let i = 0, il = bones.length; i < il; i ++ ) {

			// compute the offset between the current and the original transform

			const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;

			_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
			_offsetMatrix.toArray( boneMatrices, i * 16 );

		}

		if ( boneTexture !== null ) {

			boneTexture.needsUpdate = true;

		}

	}

	clone() {

		return new Skeleton( this.bones, this.boneInverses );

	}

	computeBoneTexture() {

		// layout (1 matrix = 4 pixels)
		//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
		//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
		//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
		//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
		//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)

		let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
		size = Math.ceil( size / 4 ) * 4;
		size = Math.max( size, 4 );

		const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
		boneMatrices.set( this.boneMatrices ); // copy current values

		cons