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Add search down hierarchy to identify the presence of the skinned mesh and consequently select different Transformation matrix for the skeleton root (World, Local or Identity).
Before this only World and Identity were considered.
For BabylonJS, the Skeleton root cannot share a common ancestor with the mesh it own the skin, otherwize, the transformation is applied twice.
Therefore, Max is highly permissive regarding this point and allow ANY mesh to be a bone or part of the hierachy.
This PR fix this particular case.