Make sure we don’t attempt to initialize bone influence matrices if there are no connected bones.
diff --git a/Source/ActorImage.cpp b/Source/ActorImage.cpp
index e3d4a6f..b9e63c6 100644
--- a/Source/ActorImage.cpp
+++ b/Source/ActorImage.cpp
@@ -121,6 +121,11 @@
 }
 float* ActorImage::boneInfluenceMatrices()
 {
+	if(m_NumConnectedBones == 0)
+	{
+		return nullptr;
+	}
+	
 	if (m_BoneMatrices == nullptr)
 	{
 		m_BoneMatrices = new float[boneInfluenceMatricesLength()];