d297da4c35b346ca3e1294da5ffd5d9818bc75fb
Two root causes fixed: 1. Skeleton binding fix was skipped because `skeleton` variable was null at the time of the check (assigned AFTER the mesh fix block). Moved skeleton discovery BEFORE the mesh binding fix so the MeshInstance.skeleton path is correctly set to "..". 2. Skin deformation wasn't triggering because `_update_skin()` (which calls `force_update_all_bone_transforms()`) was throttled to 30fps AND ran BEFORE the AnimationPlayer's `_process()` due to tree order. AnimationPlayer.advance() sets bone poses but does NOT emit `bone_pose_changed`, so the MeshInstance never knew to re-compute its vertex buffers. Fixed by using `call_deferred` to ensure `_update_skin()` runs AFTER all `_process()` calls (including AP), and removing the throttling so it runs every frame. Co-Authored-By: Claude 4.7 <[email protected]>
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