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When using morph targets, the flow that's typically expected is:

  1. Generate a remap using meshopt_generateVertexRemapMulti using the "base" mesh streams (excluding morph targets)
  2. Remap all streams (including the streams with morph targets) with the remap using meshopt_remapVertexBuffer to obtain final order

While you could include the morph target streams into the remap, this should not be necessary. gltfpack follows the procedure described above; in addition to avoiding the stream count limit, this is also much more efficient.

As for why the limit exists in the first place: the current implementation does not depend on the limit; however, in general in other places I found it useful to p…

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@leanfoxer
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