0005f2b9da
Import all nodes as bones. O3DE's concept of a bone is different than AssImp's. Updated GetLocalSpaceBindPoseTransform to only use the offset matrix if the parent is also a bone. Results: All test assets I've tried match Blender's "Rest Position" when loaded in the Character tool. All test animations I've tried work generally as well as they worked before, and a few better. This resolves the issue that was originally opened, an internal test asset loaded the skeleton incorrectly. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>