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I believe Blizzardry is parsing skin weights (aka bone weights) as uint8s, but three.js expects weights to be floating point values ranging from 0.0 to 1.0. Similar to RGBA values, all we probably need to do is divide the existing values by 255.
The text was updated successfully, but these errors were encountered:
I believe Blizzardry is parsing skin weights (aka bone weights) as uint8s, but three.js expects weights to be floating point values ranging from 0.0 to 1.0. Similar to RGBA values, all we probably need to do is divide the existing values by 255.
The text was updated successfully, but these errors were encountered: