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We've seen glTF assets that define two parallel node hierarchies: one that is rooted into a scene, and one that does not belong to a scene. They both contain references to a single set of meshes. It appears that Cinema4D is exporting assets in this way to separate an "animation hierarchy" from a "modeling hierarchy".
More generally, if a given mesh is referenced by more than one node, does it take on the transform of all those nodes? In what order do the transforms compose together?
We've seen glTF assets that define two parallel node hierarchies: one that is rooted into a scene, and one that does not belong to a scene. They both contain references to a single set of meshes. It appears that Cinema4D is exporting assets in this way to separate an "animation hierarchy" from a "modeling hierarchy".
More generally, if a given mesh is referenced by more than one node, does it take on the transform of all those nodes? In what order do the transforms compose together?
Somewhat related to #1358 and #1547.
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