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Elaborate on skinning weights sum #1749

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8 changes: 6 additions & 2 deletions specification/2.0/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -935,12 +935,16 @@ 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 per set, 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 types:

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

The joint weights for each vertex must be non-negative, and normalized to have a linear sum of `1.0`. No joint may have more than one non-zero weight for a given vertex.
The joint weights for each vertex must be non-negative. No joint may have more than one non-zero weight for a given vertex.

When the weights are stored using `FLOAT` component type, their linear sum must be as close as possible to `1.0` for a given vertex. When the weights are stored using `UNSIGNED_BYTE` or `UNSIGNED_SHORT` component types, their linear sum before normalization must be `255` or `65535` respectively.

> **Implementation Note:** Otherwise, vertices would be deformed very significantly because the weight error would get multiplied by the joint position. So an error of `1/255` in the weight sum is actually unacceptably large.
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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. Note that client implementations are only required to support a single set of up to four weights and joints, however not supporting all weight and joint sets present in the file may have an impact on the model's animation.

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