Alright. I'm really stumped on this one. So the Hybrid Renderer currently converts skinned mesh renderers by taking the mesh and material, and creating a new entity for it reparented to the root bone with and identity LocalToParent. This suggests to me that the bindpose of the mesh is computed relative to the root bone regardless of the transforms of the renderer in the broader hierarchy. Given that the bindpose calculation is engine-side, I just want to confirm if this is really the case?