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This PR adds support for Mixamo FBX imports (via backend conversion to glTF/glB) and some miscellaneous improvements to the animation systems. ### User-facing improvements * Retargeting math has been fixed to eliminate jittering issues * Retargeter can now handle animated bone translations when present (generally this is only used for root motion) ### Housekeeping / Code improvements * Animation-related components and system logic have been moved to a dedicated `anim` module and `AnimPlugin` * Retargeting stuff has been moved from the `bvh` module to `anim::retargeting` * Component-based solution for marking an entity as an animation retargeting source makes it easy to extend the retargeting functionality to new types of source animations ### Limitations Currently the code assumes that there will be at most one animation source at a time. That single animation (if present) will be retargeted to all other skeletons in the scene. A component-based solution for directing a specific target skeleton to use a specific source animation is possible, but will require some additional consideration around the implementation design for the read-only "viewer" modes. ### Test animations: * Hip-Hop Dancing (Mixamo): ?mode=viewer&mixamo=mocap/hip-hop-dancing.gltf * Shuffle (MocapNET): ?mode=viewer&bvh=mocap/shuffle.bvh * Scott (MocapNET): ?mode=viewer&bvh=mocap/scott.bvh * Scott 1 (MocapNET): ?mode=viewer&bvh=mocap/scott1.bvh