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I'd be open to adding such a format. Looking at the reference guide, it seems like it would be doable to implement the infrastructure for handling the mesh element and below. Skins and animations are going to be much more difficult and require me to do a lot more research. Right now, with static OBJ's, everything can be represented as a baked model. That would obviously not be the case for animated models, and it's not immediately obvious to me what the best solution would be there.
I would likely use a library of some kind for the actual model loading, yes. That still doesn't really help answer the question of how I'd bridge the gap between GLTF and Mojang's rendering abstractions that would be necessary for animated models. I could add support for static models in a weekend, probably.
Also if you do gltf make sure to support the binary version (which often uses the .glb extension). I have some models in that format that would be cool to use.
GLTF and its binary form are great, modern object formats that are 200% superior to obj. I am proposing this format be available to use.
I know what you're asking... why not just convert to OBJ?
Simple.
OBJ doesn't support mesh animations. GLTF does.
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