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Skinning influenced by more than 4 joints
A brief description of what happens in the event that skins are influenced by more than 4 joints
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broughtong committed Jul 6, 2018
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Expand Up @@ -913,11 +913,13 @@ The mesh for a skin is defined with vertex attributes that are used in skinning
}
```

The number of joints that influence one vertex is limited to 4, so referenced accessors must have `VEC4` type and following component formats:
The number of joints that influence one vertex is limited to 4 per set, so referenced accessors must have `VEC4` type and following component formats:

* **`JOINTS_0`**: `UNSIGNED_BYTE` or `UNSIGNED_SHORT`
* **`WEIGHTS_0`**: `FLOAT`, or normalized `UNSIGNED_BYTE`, or normalized `UNSIGNED_SHORT`

In the event that of any of the vertices are influenced by more than four joints, the additional joint and weight information will be found in subsequent sets. For example `JOINTS_1` and `WEIGHTS_1` if present will reference the accessor for up to 4 additional joints that influence the vertices.

#### Joint Hierarchy

The joint hierarchy used for controlling skinned mesh pose is simply the glTF node hierarchy, with each node designated as a joint. The following example defines a joint hierarchy of two joints.
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