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Tool to remove skin bind matrices from glTF file and resave? #2411

@UltraEngine

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@UltraEngine

Is there some command-line tool that will remove the inverse bind matrices and save a glTF file, in which the initial pose is used to calculate the inverse bind matrices? I have been trying to get this to work in our software for several years, and I don't think it ever will. We can load and play the skeleton animation with no problems, and glTF files without inverse bind matrices work fine.

I understand the concept of bind matrices, but there are too many small things that can go wrong in the code. Our glTF loader collapses skinned meshes into a single top-level node, skeletons are a separate object type and hierarchy system from 3D models, and can be shared in between models. There's just too many things that can go wrong so I am looking at approaching this from the other end and feeding my loader a "clean" file.

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