protected void WriteAnimationPoseRef( BinaryWriter writer, PoseRef poseRef )
{
long start_offset = writer.Seek( 0, SeekOrigin.Current );
WriteChunk( writer, MeshChunkID.AnimationPoseRef, 0 );
WriteUShort( writer, poseRef.PoseIndex );
WriteFloat( writer, poseRef.Influence );
long end_offset = writer.Seek( 0, SeekOrigin.Current );
writer.Seek( (int)start_offset, SeekOrigin.Begin );
WriteChunk( writer, MeshChunkID.AnimationPoseRef, (int)( end_offset - start_offset ) );
writer.Seek( (int)end_offset, SeekOrigin.Begin );
}