I am exporting glb files with the Blender gltf exporter v3.2.40. My meshes end up split wherever there is a seam in the UV Map. This causes issues since I have to edit the mesh again in a later workflow step.
Can I circumvent this behaviour, or is it simply a limitation of the exporter/glb format?
What do you mean by “split”? Vertices in the mesh are split, or the mesh itself is split into two meshes?
If the first, see https://blender.stackexchange.com/a/167383/43930.
Thank you for the answer.
Yes, the vertices in the mesh are split. It makes sense to be a default behaviour of the format, but I did not find anything to back that up.