I am currently exporting a 3ds Max-scene to gltf models, and then using these models in a web project of mine.
For various reasons I both need to export each model in my scene separately, as well as export the entire scene as a single gltf (to keep some information about how different objects relate to each other in the scene in 3dsmax, among other things).
The problem I'm having is that when my 3dsmax scene gets too big, the gltf export of the entire scene takes an unnecessary long amount of time to complete. Since each model in my scene is also exported separately and since the scene export is mostly used to contain information about object transforms and such, I do not really need the actual binary model data for the whole scene export (Since I already have each model gltf+bin when exporting them separately).
Therefore, my question is: What would be the easiest way to export a 3ds max scene to gltf without exporting the actual binary data of the models? The desired result of my export would be only a minimal .gltf-file (No .bin-file, and no model data embedded in the gltf-file). I would be open to make a modified version of the https://github.com/BabylonJS/Exporters/tree/master/3ds Max repo to suit my needs, but I could use some direction to where the binary data is actually exported.