void AnimationSystem::MatrixPaletteGeneration()
{
    // todo: can be easly run in parallel.
    for( u32 i = 0; i < m_controllers.Count(); ++i )
    {
        AnimController& controller = m_controllers[i];
        AnimHierarchy* hierarchy = controller.GetHierarchy();
        Skeleton* skeleton = controller.GetSkeleton();
        Matrix4x4* palette = controller.GetSkinningPalette();
        
        // we need inverse matrix of root node's world transformation to calculate model-space palette.
        Matrix4x4 parentInvMatrix = hierarchy->GetNode(0).GetWorldTransformation();
        parentInvMatrix.InverseIt();
        
        for( u16 j = 0; j < hierarchy->GetNodeCount(); ++j )
        {
            // creating skinning palette.
            // K = (Bj_M)^-1 * Cj_M
            // palette matrix is inverse bind pose in model-space multiplied by current pose in model-space.
            
            // world-space matrix
            palette[j] = hierarchy->GetNode(j).GetWorldTransformation();
            
            // world-space -> model-space
            palette[j] = parentInvMatrix * palette[j];
            
            // skinning palette matrix ( model-space * inverse bind pose )
            palette[j] *= skeleton->GetInvBindPose(j);
        }
    }
}