Describe the bug
I have an FBX file in my Unity asset containing a skin with only 2 bones:

When I export it, the glb produced has validation errors for attributes JOINT_0 and WEIGHTS_0:
Invalid accessor format '{VEC2, FLOAT}' for this attribute semantic. Must be one of ('{VEC4, FLOAT}', '{VEC4, UNSIGNED_BYTE normalized}', '{VEC4, UNSIGNED_SHORT normalized}').glTF Validator(MESH_PRIMITIVE_ATTRIBUTES_ACCESSOR_INVALID_FORMAT)
When the glb is re-imported as an asset with glTFast importer, the skin goes crazy:

To Reproduce
Steps to reproduce the behavior:
- Add the FBX file in your project assets SkinIssue.zip
- Place the model in an empty scene
- Select the model root in hierarchy, and use menu "GameObject => Export glTF => glTF-Binary (.glb)"
- Save the file in your project asset
- See Unity internal error "Bone index is not within the number of bones."
- Remove the FBX model from the scene and place the glb model in scene
- See incorrect mesh rendering
Expected behavior
=> When exported, the glb JOINT_0 and WEIGHTS_0 point to accessors of type "VEC4".
=> When re-imported, the glb displays exactly as the source FBX
Desktop (please complete the following information):
- glTFast version 6.17.0
- Unity Editor version 6000.0.71f1
Additional context
The attribute dimension is 2 in this case, but glTF spec want it to be always exactly 4 bones, see glTF 2.0 spec chapter 3.7.3.3:
The number of joints that influence one vertex is limited to 4 per set, so the referenced accessors
MUST have VEC4 type and following component types [...]
It is needed to pad the attribute accessor during export, because this Unity mesh return accessors with only 2 dimension:

Describe the bug

I have an FBX file in my Unity asset containing a skin with only 2 bones:
When I export it, the glb produced has validation errors for attributes
JOINT_0andWEIGHTS_0:When the glb is re-imported as an asset with glTFast importer, the skin goes crazy:

To Reproduce
Steps to reproduce the behavior:
Expected behavior
=> When exported, the glb JOINT_0 and WEIGHTS_0 point to accessors of type "VEC4".
=> When re-imported, the glb displays exactly as the source FBX
Desktop (please complete the following information):
Additional context
The attribute dimension is 2 in this case, but glTF spec want it to be always exactly 4 bones, see glTF 2.0 spec chapter 3.7.3.3:
It is needed to pad the attribute accessor during export, because this Unity mesh return accessors with only 2 dimension:
