Usage: gltfpack [options] -i input -o output Basics: -i file: input file to process, .obj/.gltf/.glb -o file: output file path, .gltf/.glb -c: produce compressed gltf/glb files (-cc for higher compression ratio) Textures: -tc: convert all textures to KTX2 with BasisU supercompression -tu: use UASTC when encoding textures (much higher quality and much larger size) -tq N: set texture encoding quality (default: 8; N should be between 1 and 10 -ts R: scale texture dimensions by the ratio R (default: 1; R should be between 0 and 1) -tl N: limit texture dimensions to N pixels (default: 0 = no limit) -tp: resize textures to nearest power of 2 to conform to WebGL1 restrictions -tfy: flip textures along Y axis during BasisU supercompression -tj N: use N threads when compressing textures Texture classes: -tc C: use ETC1S when encoding textures of class C -tu C: use UASTC when encoding textures of class C -tq C N: set texture encoding quality for class C ... where C is a comma-separated list (no spaces) with valid values color,normal,attrib Simplification: -si R: simplify meshes targeting triangle count ratio R (default: 1; R should be between 0 and 1) -sa: aggressively simplify to the target ratio disregarding quality Vertices: -vp N: use N-bit quantization for positions (default: 14; N should be between 1 and 16) -vt N: use N-bit quantization for texture coordinates (default: 12; N should be between 1 and 16) -vn N: use N-bit quantization for normals and tangents (default: 8; N should be between 1 and 16) -vc N: use N-bit quantization for colors (default: 8; N should be between 1 and 16) -vpn: use normalized attributes for positions instead of using integers Animations: -at N: use N-bit quantization for translations (default: 16; N should be between 1 and 24) -ar N: use N-bit quantization for rotations (default: 12; N should be between 4 and 16) -as N: use N-bit quantization for scale (default: 16; N should be between 1 and 24) -af N: resample animations at N Hz (default: 30) -ac: keep constant animation tracks even if they don't modify the node transform Scene: -kn: keep named nodes and meshes attached to named nodes so that named nodes can be transformed externally -km: keep named materials and disable named material merging -ke: keep extras data -mm: merge instances of the same mesh together when possible -mi: use EXT_mesh_gpu_instancing when serializing multiple mesh instances Miscellaneous: -cf: produce compressed gltf/glb files with fallback for loaders that don't support compression -noq: disable quantization; produces much larger glTF files with no extensions -v: verbose output (print version when used without other options) -r file: output a JSON report to file -h: display this help and exit