- Is the limit of 4 skinning weights per vertex a hard limit of WebGL?
- https://github.com/mrdoob/three.js/pull/22293
I checked these pages.
Around 2017, 4 was the maximum.
As for morph target, the upper limit has been increased by the above pull request.
For SkinnedMesh influences, it appears from the source code that the upper limit is still 4. Is this correct?