BUG: scaled meshes don't get binded to bones properly

ah yes true, I’ll rig in blender and export to see how it looks like in BJS

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INTERESTING
So it seems that Blender preserves its own mesh → skeleton bind matrix internally, BUT when exporting to GLTF it bakes all the transforms into the vertices as well (just like bakeCurrentTransformToVertices)

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I don’t have a lot of knowledge on what DCC tools do to create skins, but the runtime should reduce the number of computations as much as possible. If Blender has some additional transform, it probably makes sense to bake it down so that the runtime doesn’t have to do as much math.

Hi @mrlooi just checking in if you still have any questions related to this?