I load gltf files, I preserve the node hierearchy for my scene graph.
Then, when rendering, I work out the final xform and draw if there’s a node with a mesh attached.
This is nice.
However, I loaded a file with animations and it had hundreds of nodes that were related to animation and only a few nodes that had meshes attached to it / meshes attached to one of their children.
Is there a way to skip over nodes that don’t have meshes attached at any part of their hierearchy and are purely for animation? Is the only way to know this answer is to go down to every node’s child and check if atleast one has a mesh attached? Are there rules about gltf files to find this answer trivially? Maybe only leaf nodes can ever have meshes attached to them?
I know when I load a gltf file in engines like godot, the scene tree doesn’t have nodes that are purely for joints. That data goes elsewhere.
Any other suggestions?
Thank you