If a skinned mesh contains transformations (e.g., 100 units radius raw geometry that is scaled down using a skin to 1m radius), animations do not work properly.
Options:
Difficult: Find and fix the problem. Could be either in the converter or in the animation playback code.
Very difficult: Add an option for applying the static transform of the bones (transform geometry and animation data, remove transform from bones). What if there are multiple root bones? What if bones contain a large number of mixed static and animated transforms?
Easy: Add an option for scaling the whole scene (apply scaling to geometry, animation, and bone data)
If a skinned mesh contains transformations (e.g., 100 units radius raw geometry that is scaled down using a skin to 1m radius), animations do not work properly.
Options: