One more dynamic_cast to drop.
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@ -1129,7 +1129,7 @@ static void ReadAnimations(RawModel &raw, FbxScene *pScene)
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FbxNodeAttribute *nodeAttr = pNode->GetNodeAttribute();
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if (nodeAttr != nullptr && nodeAttr->GetAttributeType() == FbxNodeAttribute::EType::eMesh) {
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// it's inelegant to recreate this same access class multiple times, but it's also dirt cheap...
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FbxBlendShapesAccess blendShapes(pScene, dynamic_cast<FbxMesh *>(nodeAttr));
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FbxBlendShapesAccess blendShapes(pScene, static_cast<FbxMesh *>(nodeAttr));
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for (FbxLongLong frameIndex = firstFrameIndex; frameIndex <= lastFrameIndex; frameIndex++) {
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FbxTime pTime;
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