Apply the rotation pivots.
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@ -745,7 +745,7 @@ static void ReadNodeHierarchy(
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// Set the initial node transform.
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const FbxAMatrix localTransform = pNode->EvaluateLocalTransform();
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FbxVector4 localTranslation = localTransform.GetT();
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FbxVector4 localTranslation = computeLocalTranslation(pNode);
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FbxQuaternion localRotation = localTransform.GetQ();
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FbxVector4 localScaling = computeLocalScale(pNode);
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