/ sizing.segmentHeight;
			skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
			skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
		}

		geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
		geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );

		// create skinned mesh and skeleton

		const mesh = new THREE.SkinnedMesh( geometry, material );
		const skeleton = new THREE.Skeleton( bones );

		// see example from THREE.Skeleton
	