anchor.diff:  }
   
   List<VM.Vector3> BonePosFromPosedSkeleton(
  -    List<Bone> bones, AnimatedSkeleton posed, {double scale = 1.0}) {
  +    List<Bone> bones, AnimatedSkeleton posed,
  +    {double scale = 1.0}) {
     List<VM.Vector3> out = [];
   
     for (int i = 0; i < bones.length; ++i) {
  
positive.code:     } else {
        t.setFrom(posedSkeleton.globalTransforms[bone.parentNum]);
      }
  
      BoneAnimation a = animation.animList[i];
      if (a != null) {
        a.setBoneMatrixAtTick(time, tmp);
        t.multiply(tmp);
      } else {
        t.multiply(bone.localTransform);
      }
    }
  
    for (int i = 0; i < skeleton.length; i++) {
  
negative.code:   /// Construct bone animation with [boneName]. Animation key frames
    /// will be loaded from [positions], [rotations], and [scales].
    BoneAnimation(
        this.bone,
        this._positionTimes,
        this._positionValues,
        this._rotationTimes,
  