Exploring the glTF format
The root of a glTF file is the scene. A glTF file can contain one or more scenes. A scene contains one or more nodes. A node can have a skin, a mesh, an animation, a camera, a light, or blend weights attached to it. Meshes, skins, and animations each store large chunks of information in buffers. To access a buffer, they contain an accessor that contains a buffer view, which in turn contains the buffer.
A description provided through text can be very hard to follow. The following diagram illustrates the file layout described. Since glTF is a scene description format, there are a decent number of data types that we don't have to care about. The next section explores these:
Now that you have an idea of what is stored in a glTF file, the following section will explore the parts of the file format needed for skinned animation.
The parts you need for animation
When using glTF files to...