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Using the --blend-shape-sparse flag, FBX2glTF now correctly computes sparse arrays for blendshape storage, which seems to reduce the output file size by anywhere from 60-90%, particularly with large numbers of minimally different blendshapes.
gltf_validator seems perfectly happy with the sparse files and they load into various viewers fine.
Meshes with multiple primitives can generate empty accessors, however, such as when the blendshape is applied to one of the other primitives in the mesh, in this case a single element dummy bufferview gets used, since an accessor's sparse count has to be greater than 0 and the number of accessors has to match the number of morph targets.
Without the --blend-shape-sparse flag, FBX2glTF should operate exactly as before, he said, optimistically.
Also fixed the duplication of target names in the mesh.extras.targetNames array.