Let me try to summarize. You want to load superhero.glb
which is a skinned mesh with a skeleton. Then load model.glb
which is also a skinned mesh. then apply the skeleton and animation of model.glb
to superhero.glb
?
As you said, the hierarchy is the same. Did you also check the local matrices are the same? If both have the same hierarchy but not the same bind matrices, you will get an exploded mesh.
Can you try to display both skinned meshes with skeletonViewer
and see if you can find a difference of orientation ?
An example here:
https://playground.babylonjs.com/#1EVNNB#230
Also in your last PG, it kinda look like there is a right/left mismatch. Using the inspector, you can check a right hand in 1 skeleton is on the right on both meshes. If not, then, a name remapping will have to be done.