How do I effectively unbind a skeleton from a mesh without impacting the mesh transform/scale/size?
I know about mesh.skeleton = null, however that impacts the mesh transforms by removing the skeleton bone matrices from the mesh.
Is there a solution to unbind a skeleton while preserving the mesh transforms? (without using bakeCurrentVertices)
Been scratching my head on this for a while…
Here’s a sample PG
Here is the original
mesh.skeleton = null
Since the skeleton matrices for this mesh are like 1000x…