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GLB/GLTF rigging support #20

@Meekiavelique

Description

@Meekiavelique

Support fully rigged GLB/GLTF assets from import → runtime → editor. That includes geometry/materials, skeletons + weights, animations, and scripting hooks to pose or drive IK

So that mean we need that the server & client can load GLB/GLTF files and build renderable/physics ready meshes

Features/Requirements:
Skeleton/skin data preserved (bones, weights, animation samplers)
Custom shaders/render layers for GPU skinning
Scripts/editor can inspect bones, pose them, and run IK constraints at runtime
Editor UI to view bone hierarchies, manipulate “rig gizmos”, and bake poses

Concerns:
We need a GLTF loader library or a new parser for both modules
It requires new shader pipeline + buffer management for skinning (using veil prob)
Change to editor UX; for bone selection/IK handles

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