I have another open question regarding assigning a PointsMaterial to loaded and animated FBX model - I wanted to broaden this to essentially focus on my end goal, and thought it best to ask a new question to that end.
I need to have an animated model who's material is at least emulating the PointsMaterial/Particles Effect.
The model can be of any format, so long as its' animation works, and the material can be a true PointsMaterial, or simply mimicking the effect, whether that be via a shader etc, or creating a instanced meshes and assigning them to the vertex positions of the model.
The latter technique I've successfully achieved for a static GLTF, and includes detecting the updated vertex positions even if the GLTF is say rotated in the render loop - but not when actually animated with the mixer.
With the Shader technique I've also achieved the same result, but the catch is the mesh needs to be a Points, so animated GLB/FBX etc is out.
I've a lot of code relating to different iterations and testing which I'm happy to share on request, and quite a number of references relating to various aspects of this problem as well.
How can I achieve this points/particles material/effect on an imported model and retain the animation?