<!-- AVATAR-FORGE · part 250 -->
;

		} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

			versioning = this.Versioning.MatrixWorldNeedsUpdate;

		}

		// determine how the property gets bound
		let bindingType = this.BindingType.Direct;

		if ( propertyIndex !== undefined ) {

			// access a sub element of the property array (only primitives are supported right now)

			if ( propertyName === 'morphTargetInfluences' ) {

				// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

				// support resolving morphTarget names into indices.
				if ( ! targetObject.geometry ) {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
					return;

				}

				if ( ! targetObject.geometry.morphAttributes ) {

					console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
					return;

				}

				if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {

					propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];

				}

			}

			bindingType = this.BindingType.ArrayElement;

			this.resolvedProperty = nodeProperty;
			this.propertyIndex = propertyIndex;

		} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {

			// must use copy for Object3D.Euler/Quaternion

			bindingType = this.BindingType.HasFromToArray;

			this.resolvedProperty = nodeProperty;

		} else if ( Array.isArray( nodeProperty ) ) {

			bindingType = this.BindingType.EntireArray;

			this.resolvedProperty = nodeProperty;

		} else {

			this.propertyName = propertyName;

		}

		// select getter / setter
		this.getValue = this.GetterByBindingType[ bindingType ];
		this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

	}

	unbind() {

		this.node = null;

		// back to the prototype version of getValue / setValue
		// note: avoiding to mutate the shape of 'this' via 'delete'
		this.getValue = this._getValue_unbound;
		this.setValue = this._setValue_unbound;

	}

}

PropertyBinding.Composite = Composite;

PropertyBinding.prototype.BindingType = {
	Direct: 0,
	EntireArray: 1,
	ArrayElement: 2,
	HasFromToArray: 3
};

PropertyBinding.prototype.Versioning = {
	None: 0,
	NeedsUpdate: 1,
	MatrixWorldNeedsUpdate: 2
};

PropertyBinding.prototype.GetterByBindingType = [

	PropertyBinding.prototype._getValue_direct,
	PropertyBinding.prototype._getValue_array,
	PropertyBinding.prototype._getValue_arrayElement,
	PropertyBinding.prototype._getValue_toArray,

];

PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [

	[
		// Direct
		PropertyBinding.prototype._setValue_direct,
		PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
		PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,

	], [

		// EntireArray

		PropertyBinding.prototype._setValue_array,
		PropertyBinding.prototype._setValue_array_setNeedsUpdate,
		PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,

	], [

		// ArrayElement
		PropertyBinding.prototype._setValue_arrayElement,
		PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
		PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,

	], [

		// HasToFromArray
		PropertyBinding.prototype._setValue_fromArray,
		PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
		PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,

	]

];

/**
 *
 * A group of objects that receives a shared animation state.
 *
 * Usage:
 *
 *  - Add objects you would otherwise pass as 'root' to the
 *    constructor or the .clipAction method of AnimationMixer.
 *
 *  - Instead pass this object as 'root'.
 *
 *  - You can also add and remove objects later when the mixer
 *    is running.
 *
 * Note:
 *
 *    Objects of this class appear as one object to the mixer,
 *    so cache control of the individual objects must be done
 *    on the group.
 *
 * Limitation:
 *
 *  - The animated properties must be compatible among the
 *    all objects in the group.
 *
 *  - A single property can either be controlled through a
 *    target group or directly, but not both.
 */

class AnimationObjectGroup {

	constructor() {

		this.isAnimationObjectGroup = true;

		this.uuid = generateUUID();

		// cached objects followed by the active ones
		this._objects = Array.prototype.slice.call( arguments );

		this.nCachedObjects_ = 0; // threshold
		// note: read by PropertyBinding.Composite

		const indices = {};
		this._indicesByUUID = indices; // for bookkeeping

		for ( let i = 0, n = arguments.length; i !== n; ++ i ) {

			indices[ arguments[ i ].uuid ] = i;

		}

		this._paths = []; // inside: string
		this._parsedPaths = []; // inside: { we don't care, here }
		this._bindings = []; // inside: Array< PropertyBinding >
		this._