where X is the mesh index and Y is the primitive index (and there is more than 1 primitive). note this may
conflict with manually named meshes - to avoid any issues make sure all your meshes are explicitly named.
meshNames
meshNames:string[]
all meshes in the gltf. unnamed meshes will be auto-assigned a name of the form MeshX or MeshX/PrimitiveY
nodePaths
nodePaths:string[]
all node paths in the gltf, which can be used with a GltfNode to inspect and modify the gltf contents
skinNames
skinNames:string[]
X is the material index. note this may conflict with manually named materials - to avoid any issues make
sure all your materials are explicitly named.
X is the skin index. note this may conflict with manually named skins - to avoid any issues make sure all your skins are explicitly named.