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Library\r\n  - [animation] Improves rotations accuracy during animation sampling and blending. Quaternion normalization now uses one more Newton-Raphson step when computing inverse square root.\r\n  - [offline] Fixes fbx animation duration when take duration is different to timeline length.\r\n  - [offline] Bakes fbx axis/unit systems to all transformations, vertices, animations (and so on...), instead of using fbx sdk ConvertScene strategy which only transform scene root. This allows to mix skeleton, animation and meshes imported from any axis/unit system.\r\n  - [offline] Uses bind-pose transformation, instead of identity, for skeleton joints that are not animated in a fbx file.\r\n  - [offline] Adds support to ozz fbx tools (fbx2skel and fbx2anim) for other formats: Autodesk AutoCAD DXF (.dxf), Collada DAE (.dae), 3D Studio 3DS (.3ds)  and Alias OBJ (.obj). This toolchain based on fbx sdk will replace dae toolchain (dae2skel and dae2anim) which is now deprecated.\r\n\r\n* HowTos\r\n  - Adds file loading how-to, which demonstrates how to open a file and deserialize an object with ozz archive library.\r\n  - Adds custom skeleton importer how-to, which demonstrates RawSkeleton setup and conversion to runtime skeleton.\r\n  - Adds custom animation importer how-to, which demonstrates RawAnimation setup and conversion to runtime animation.\r\n\r\n* Samples\r\n  - [skin] Skin sample now uses the inverse bind-pose matrices imported from the mesh file, instead of the one computed from the skeleton. This is a more robust solution, which furthermore allow to share the skeleton with meshes using different bind-poses.\r\n  - [skin] Fixes joints weight normalization when importing fbx skin meshes.\r\n  - [framework] Optimizes dynamic vertex buffer object re-allocation strategy."}}