message: gltfpack: Fix skinned mesh quantization
  Per GLTF spec, the transform of the skin mesh node doesn't transform the
  skin mesh, so we should always quantize in local space.
diff: @@ -166,7 +166,8 @@ void parseMeshesGltf(cgltf_data* data, std::vector<Mesh>& meshes)
  if (!node.mesh)
  continue;
  - float transform[16];
  + float transform[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
  + if (!node.skin)
  cgltf_node_transform_world(&node, transform);
  const cgltf_mesh& mesh = *node.mesh;
  