I use Unity to get the Mesh.BoneWeights… Then build GLTF JOINTS_0 and WEIGHTS_0 from
that. I cant really detect WHICH item in the bone hierarchy is a bone and which is a transform.
I just get an array of Bone Weights… I dont know how Unity internally handles these transforms to get them to work (Specially since the don’t actually have a WEIGHTS). But the toolkit just export the raw bone weights from this array… I notice along time ago in the first toolkit that if those are NOT REALLY bones… The Exporter wont have the proper weights to assign… I dont know if Unity just gives us ZEROS for those TRANSFORMS or what…
In short, You gotta clean up those models to work with my Toolkit. You always want MUCH CLEANER artwork for your WebGL game than what unity will let you get away with for a Native Unity Game. I have a Maya Art Tools video where i talk about make GOOD CLEAN OPTIMIZED game art WHENEVER you can. Just cause it runs in Unity DOES NOT mean it will run well in the Babylon WebGL environment.
That what the art tools do… lets you optimize your geometry… Combine Meshes, Create Texture Atlas Skins, Etc… And even Re-Skinning when for some reason your SKIN CLUSTER for your model is behaving funny… NOT just to set Max bone Influencers… I just put that little feature in my art tools so you can quickly re-skin your model (In Maya We Actually Create a New Clean Skin Cluster… That is the perfect time to specify max bone influencers… so i do).
Sorry… Your modeler is going to have to clean up the Bone hierarchy with all bones for those animations to work correctly when Exported From Unity using my Babylon Toolkit.