message: gltfpack: Fix skinned mesh transform regression
  Skinned meshes don't need to be transformed using the node transform
  matrix.
diff: @@ -1735,9 +1735,14 @@ bool process(cgltf_data* data, std::vector<Mesh>& meshes, const Settings& settin
  {
  NodeInfo& ni = nodes[mesh.node - data->nodes];
  + // skinned meshes don't use the node transform
  + if (mesh.skin)
  + {
  + mesh.node = 0;
  + }
  // we transform all non-animated meshes to world space
  // this makes sure that quantization doesn't introduce gaps if the original scene was watertight
  - if (mesh.skin || !ni.animated)
  + else if (!ni.animated)
  {
  transformMesh(mesh, mesh.node);
  mesh.node = 0;
  