- /* pbr->getRoot()->model = glm::rotate(glm::mat4(1.f), glm::radians(d * 10), glm::vec3(0, 1, 0)); */
+ /* sceneModel->find("Top Bone")->transform = glm::rotate(glm::mat4(1), d / 5.f, { 1, 0, 0}); */
+ /* sceneModel->find("Bottom Bone")->transform = glm::rotate(glm::mat4(1), d / 3.f, { 1, 0, 0}); */