hi community , i use Blender and Makehuman to test pipeline but with this issue thisdays (4.0.3 or 3.10.1).
i feel sorry about it,but here is what i encounter thisdays and wants your to fix:
** issue summarize:**
1.may just animation-skeleton mesh encounter error, static mesh(with no bone) may pass the test.
2.animation-skeleton mesh system not properly work with nowdays DDC tools.(get weird result or not render the skeleton mesh’s skin from Blender and Makehuman's export)(if not fit into the key,Maya will leads a weird result in Torque3d too).
3.as i tested:just original Mixamo file is OK,but with DDC tools and animation pipeline it been so hard to get a right result in Torque3d.
4.issue exist no matter how to tune the io setting.so issue may be systematic.
5.easy-to-use experience needs update:apply animation to a skeleton mesh pops error.
Conditions:
1.here come with problem model from makehuman 1.2 ( its .dae or .fbx file directly add to torque3d ,and torque3d won't render the file's skin).
2.animation from mixamo (both 30fps and 60fps)(dae,fbx).
3.here come with problem blender 2.79 and above (default dae and better_collada).
4.here come with problem Torque3d get weird result(form blender 3.10.1(dae),4.0.3(dae,fbx)).
better_collada from Blender:

better_collada from Blender to other engine is OK :

issue may from::
1.Torque3d processing Blender‘s animation skeleton mesh raw data not properly(skeleton bone scale etc...) ,
2.may just out of date of skeleton mesh sdk (if so may systematic and comprehensive to update it to ignore the convert and limit,like one can export a skeleton mesh directly add to Torque3d and it gets a good result).
because DDC software maya’s .dae is mush more OK in torque3d ,but with some "flash snap"
“other issue reference pic”


provide some test files
animation meshs for issue.zip