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Unfortunately, three.js does not support BufferGeometry with MeshFaceMaterial and splitting meshes into multiple sub-meshes makes skinning too complex.
One could force artists to use one material per model or abandon skinning for morph animations, neither of which I like.
To avoid creating thousands of temporary THREE.Vector3 objects, use THREE.BufferGeometry instead of THREE.Geometry.
Objects loaded with this loader usually do not need to be modified after loading.
Look here or here to see how BufferGeometry works.
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