The index of the bones which influence this vertex. Expected format is an array of integers with a length of four or less. skinWeight must also be defined for this to have any effect.
In this case in which the defined vertex does not require skinning, this field does not need to be defined.
Default: [0,0,0,0]
skinWeight
The weight for which each bone influences the vertex. Expected format is an array of floats that equals the array length of skinIndex. Foreach index a float between 0 and 1 is expected to assign the weight of which bone transformations are to be applied to the vertex.
The index of the bones which influence this vertex. Expected format is an array of integers with a length of four or less. skinWeight must also be defined for this to have any effect.
In this case in which the defined vertex does not require skinning, this field does not need to be defined.
Default: { 0,0,0,0 }
skinWeight
The weight for which each bone influences the vertex. Expected format is an array of floats that equals the array length of skinIndex. Foreach index a float between 0 and 1 is expected to assign the weight of which bone transformations are to be applied to the vertex.
Default: { 0.0f, 0.0f, 0.0f, 0.0f }
Limiations
skinIndex and skinWeight add a lot of space for non-skinned meshes
do we want to declare a way to toggle between skinned and non-skinned meshes for the file type?