This means that three.js cannot carry large-scale scene space
This is not the case - this is just the nature of floating point value precision and the fact that GPUs use 32bit numbers in calculations.
You have a jitter problem caused by insufficient accuracy
This question should not be in the same category as mine
The source of the problem is fundamentally the same. You’re using very large values in calculations where there is insufficient precision.
You can see the same type of issue if you set an instanced mesh matrix to use a large translation, as well (see here). You’ll have to be aware of which matrices are uploaded in which form to the GPU in order to address this generally and ensure that as much of the large value matrix multiplication is happening in Javascript where 64bit precision is used. Both bone world matrices and instance matrices are uploaded to the GPU for calculation so you’ll want to adjust your scene to make sure those values are closer to 0 if you’re seeing this kind of jitter.