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Clarify skinning #1784

@jjcasmar

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@jjcasmar

I have read that skeleton property can be ignored by importers (#1403)

I would like to know what happens in a case like the following:

  • A node with a mesh and a skin on the root of the scene. It may have a transform
  • A joints hierarchy with a common ancestor with a transform
  • The common ancestor with a transform has an ancestor with a transform

From the docs it is clear that the transform of the node containing the mesh should be ignored, but how should we interpret the transform for the skeleton itself?

The skeleton has a common ancestor with a transform. Should we apply that transform to the skeleton? If one uses the skeleton property, it can set it to be the common ancestor with the transform but also the one without the transform. Why should we select one or the other?

Also, what happens if there is no common ancestor and the joints come directly from the scenes array?

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