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Need help flipping a skinned mesh

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I'm writing a XNA MD5 library right now and I've almost got everything down, but I just noticed that the models are flipped about the X axis How the model should look: How the model renders: The model is facing the negative Z axis and the positive Y axis is up. If this were a static model I could just negate the X component of the vertices' position values. I'm not sure how to handle the animation data. Each bone has a Vector 3 position and a Quarternion rotation, and every attempt I've made to flip these across the X axis has caused my animations to break. I know it's possible to just change the Projection matrix to a left handed one, but I'd really rather not have a library require a non-default handedness.

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