Fix incorrect skin deduplication when using named binds
(cherry picked from commit 60f620411e
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@ -2359,6 +2359,9 @@ bool EditorSceneImporterGLTF::_skins_are_same(const Ref<Skin> &skin_a, const Ref
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if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
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return false;
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}
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if (skin_a->get_bind_name(i) != skin_b->get_bind_name(i)) {
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return false;
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}
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Transform a_xform = skin_a->get_bind_pose(i);
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Transform b_xform = skin_b->get_bind_pose(i);
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