Hey, so I’ve got a skinned mesh imported from a dae file. I want to turn it into an instanced mesh, but I want it to keep its bone structure because those bones, well, keep the mesh together. (Also to enable animations - if they’re even possible on instanced meshes - later down the road.)
It still requires a non-skinned mesh. It would be best to remove the skeleton from the file in a tool like Blender, where you can fix any scale or other issues that might arise by doing so. You can try just putting the SkinnedMesh’s geometry into a normal Mesh in three.js but the scale and pose might be off, and you’re still loading some extra data.
Unfortunately I can’t remove the bones in Blender as I need to use this process for over a thousand files, and cannot include models in distributions as that wouldn’t be legal. (I’m working on a map editor for modding Breath of the Wild, so I need assets to be parsed from the user’s game dump.) But this is fine, as I have already correctly removed the bones from the file when it is parsed from it’s original format.
Anyway, that link looks really helpful, I’ll definitely check out the source code for that, thanks!