protected void WriteAnimations( BinaryWriter writer )
{
long start_offset = writer.Seek( 0, SeekOrigin.Current );
WriteChunk( writer, MeshChunkID.Animations, 0 );
for ( ushort animIndex = 0; animIndex < mesh.AnimationCount; ++animIndex )
{
Animation anim = mesh.GetAnimation( animIndex );
WriteAnimation( writer, anim );
}
long end_offset = writer.Seek( 0, SeekOrigin.Current );
writer.Seek( (int)start_offset, SeekOrigin.Begin );
WriteChunk( writer, MeshChunkID.Animations, (int)( end_offset - start_offset ) );
writer.Seek( (int)end_offset, SeekOrigin.Begin );
}