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Currently, we reload a glTF skin each time we encounter a node that
references it. By checking for duplicates, PR bevyengine#18013 turned this into a
fatal error. But this was always wasteful. This commit fixes the issue
by caching each skin by its index as we load it.
The Maya babylon.js export plugin likes to emit glTFs with multiple
nodes that reference the same skin, so this effectively unbreaks Maya
rigs.
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