Parts of the mesh are appearing pitch black (only) when I upload it with animation.
My scene contains one fairly optimized mesh (by polycount) with two animation takes and few 2k textures (although I'm pretty sure that textures are not causing any trouble as the problem persists even when I upload mesh without any texture). When exporting .fbx with animation I did everything sketchfab staff suggested, I selected only objects that I need + first joint in the hierarchy..
I did some experimenting viewing the scene with a few different browsers on different computers and found out that browsers with disabled webGL2 aren't able to preview the scene properly. It's confusing because I saw some pretty heavy scenes on the website that are rendering normally (on the browsers with disabled webGL2) contrary to my scene where there's not too much going on but still problem exists.
I mean, should I even treat this as a problem? Why is webGL2 necessary for my scene? What is so special about it?
One more thing that might be interesting is that when I'm viewing the mesh in matcap or shadeless mode I'm able to see some textures (normal and diffuse).
I'm probably overlooking something very obvious... Can you help me find out what is causing the trouble in my scene?