public void deformbone(Vector3 dpos, Quaternion rot)
{
//float[] deform = Math3D.CreateSRTMatrix(scale, rot, this.orig_pos);
//mDeformMatrix = new Matrix4(deform[0], deform[1], deform[2], deform[3], deform[4], deform[5], deform[6], deform[7], deform[8], deform[9], deform[10], deform[11], deform[12], deform[13], deform[14], deform[15]);
//this.offset_pos += pos;
//this.pos = pos;
// this.offset_pos = pos;
animation_offset = dpos;
//this.pos = Bone.mBones[name].offset_pos + dpos;
lock (Bone.mBones) this.rot = Bone.mBones[name].orig_rot * rot;
markdirty();
}