The three Poly Pizza models (betta, blue_tang, flower_horn) rendered
giant (filling the tank) because each GLB had two 100x-scaled nodes
(Fish_Armature bone-parent + the skinned mesh node). three.js binds
skinned meshes with an identity bindMatrix and uses the GLB's
inverseBindMatrices verbatim, so the 100x node scales inflated the
rendered skinned extent ~100x relative to what Box3.setFromObject
reports. GLTFish's 'scale = targetLength / longest' therefore scaled
~100x too big.
Fix: pure GLB JSON-chunk edit (BIN chunk + all 6 animations preserved)
setting the bone-parent node scale to S=1/base and the mesh node scale
to 1, so Box3 == rendered extent == 1.0 and targetLength directly
controls fish size, matching the working models.
- 6 tropical fish (angelfish x2, goldfish x2, guppy x2) from maya's-aquarium-3d
- 4 Quaternius cute fish (Fish1 x2, Fish2, Fish3) with swim animations
- 2 plants + 3 rocks on the gravel floor
- Wandering AI with frame-rate-independent smoothing
- Quaternius fish rotated to match local +X forward axis
- .gitignore: add .env