To clarify why the GLTF result is missing
GLTF describes whole scenes - there could be several lights for example (of diffferent types). There could be several different cameras in this scene as well (also with different types). Then it could be just one asset - with mesh and textures (ie. a Pine Tree), but the GLTF could be describing a pine forest (100 pine trees).
Mesh, Scene, Light, Camera are all
Object3D so they can all be connected disconnected, and positioned.
If you export several lights out of your app, into GLTF, but no meshes, no objects will have
.material. All will have
.position, and some will have
If you export a whole scene, with a lot of assets lights and cameras, you will get many
Object3D, all will have
position but only some will have
geometry, some will have
fov others will have
Finally, imagine if you exported an entire car with a 1000 different geometries (wheel, windshield, door, etc). If these are in one GLTF, you will somehow have to have 1000 of different
geometry. Each will belong to some
Mesh and each
Mesh will belong to one
Object3D a Scene.
If you were looking for one particular geometry, you’d have 1000 to chose from. That’s why they cant be on that first node. As @trusktr explained, this is a tree, which has to be traversed.