+/* void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) { */
+/* glm::mat4 animTrans(1.f); */
+/* if (animMap->count(std::string(ai.mName.C_Str()))) { */
+/* for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { */
+/* float t = fmod(tick, anim.duration); */
+/* for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { */
+/* animTrans *= lerpPosition(nodeAnim, t); */
+/* animTrans *= lerpRotation(nodeAnim, t); */
+/* animTrans *= lerpScaling(nodeAnim, t); */
+/* } */
+/* } */
+/* } */
+
+
+/* glm::mat4 m = parentTrans * animTrans * aiMatrixToMat4(ai.mTransformation) * model; */
+/* } */
+