to circumvent sharpgltf's failing IsValidArmature evaluation on the multi-root set of bones, this fix moves the AddSkinnedMesh() call to occur after any of the root nodes have been parented to the Armature node. this lets us create a gltf export for multi-root cases with no disruption in output for single-root skeletons
final output can still be a bit janked up for other reasons (misc bone rotation/scaling problems) but the output gltf reimports mostly fine over the original.
from discord issue https://discord.com/channels/1081353100012568726/1232423440548364499/1232423440548364499 vfxedit currently busts out due to SharpGLTF evaluation when trying to export a sklb's [bones] list that contains more than 1 root-node - a video example of this is in the thread and a candidate SKLB to test this behavior on is
skl_c0201t6085
to circumvent sharpgltf's failing
IsValidArmature
evaluation on the multi-root set of bones, this fix moves theAddSkinnedMesh()
call to occur after any of the root nodes have been parented to the Armature node. this lets us create a gltf export for multi-root cases with no disruption in output for single-root skeletonsfinal output can still be a bit janked up for other reasons (misc bone rotation/scaling problems) but the output gltf reimports mostly fine over the original.