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	Include inactive meshes.
Option to include inactive meshes.
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		@@ -28,9 +28,10 @@ namespace TAO.VertexAnimation.Editor
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		{
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("model"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("animationClips"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("applyRootMotion"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("fps"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("textureWidth"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("applyRootMotion"));
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			EditorGUILayout.PropertyField(serializedObject.FindProperty("includeInactive"));
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		}
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		private void BakeGUI()
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@@ -12,10 +12,11 @@ namespace TAO.VertexAnimation.Editor
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		// Input.
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		public GameObject model;
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		public AnimationClip[] animationClips;
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		public bool applyRootMotion = false;
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		[Range(1, 60)]
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		public int fps = 24;
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		public int textureWidth = 512;
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		public bool applyRootMotion = false;
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		public bool includeInactive = false;
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		public LODSettings lodSettings = new LODSettings();
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		public bool generateAnimationBook = true;
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@@ -97,7 +98,7 @@ namespace TAO.VertexAnimation.Editor
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			var target = Instantiate(model);
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			target.name = model.name;
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			target.ConbineAndConvertGameObject();
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			target.ConbineAndConvertGameObject(includeInactive);
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			AnimationBaker.BakedData bakedData = target.Bake(animationClips, applyRootMotion, fps, textureWidth);
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			positionMap = VA_Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true);
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