Byte stride of a SkinnedMesh vertex: 112 bytes = position(12) + normal(12) +
uv(8) + tangent(16) + joints0(16, uvec4) + weights0(16) + joints1(16, uvec4) +
weights1(16). The second joint/weight set carries glTF JOINTS_1/WEIGHTS_1 (up
to 8 bone influences); meshes with ≤4 influences leave weights1 = 0, making the
extra four a no-op.
Byte stride of a
SkinnedMeshvertex: 112 bytes = position(12) + normal(12) + uv(8) + tangent(16) + joints0(16, uvec4) + weights0(16) + joints1(16, uvec4) + weights1(16). The second joint/weight set carries glTF JOINTS_1/WEIGHTS_1 (up to 8 bone influences); meshes with ≤4 influences leave weights1 = 0, making the extra four a no-op.