anchor.diff:        animationSteps.add(t);
       }
   
  -    animatedSkeleton = new AnimatedSkeleton(skeleton.length);
  -
       {
         Float32List animationData = CreateAnimationTable(
             skeleton, globalOffsetTransform, anim, animationSteps);
  
positive.code:           animationData);
        mat.SetUniform(uAnimationTable, animationTable);
  
        UpdateAnimatedSkeleton(
            skeleton, globalOffsetTransform, anim, animatedSkeleton, 0.0);
        mdWire = LineEndPointsToMeshData("wire", chronosGL,
            BonePosFromAnimatedSkeleton(skeleton, animatedSkeleton));
        Node mesh = new Node(mdWire.name, mdWire, matWire)..rotX(3.14 / 4);
        Node n = new Node.Container("wrapper", mesh);
        n.lookAt(new VM.Vector3(100.0, 0.0, 0.0));
        prgBone.add(n);
  
negative.code: 
      final Map<String, dynamic> meshJson = list[0]["meshes"][0];
      final Map<String, dynamic> animJson = list[0]["animations"][0];
      VM.Matrix4 globalOffsetTransform = new VM.Matrix4.identity();
      List<Bone> skeleton = ImportSkeletonFromAssimp2Json(list[0]);
      final GeometryBuilder gb =
          ImportGeometryFromAssimp2JsonMesh(meshJson, skeleton);
      SkeletalAnimation anim = ImportAnimationFromAssimp2Json(animJson, skeleton);
      print("Imnported ${anim}");
      {
        MeshData md = GeometryBuilderToMeshData(meshFile, chronosGL, gb);
  