Removing all bones in a skeleton causes glitch

If skeleton is null then computeBonesUsingSHaders has no impact as there is no skeleton.

Ok I think that’s where my confusion/misunderstanding arises from
In this thread below, the solution is mesh.computeBonesUsingShaders = false to deal with a similar issue, so I thought that computeBonesUsingShaders = false/true were different

“then you have to bake the skeleton deformation INTO the vertex data”

Right! That’s actually what I meant by ‘preserve’ i.e. baking it to ‘preserve’ the shape, not to preserve the original data.

How do I do this?

Is it
const verts = mesh.getPositionData(true, true) mesh.setVerticesData('position', verts)