It’s actually the loader introducing the duplicate nodes
E.g., in the original glTF, there is only one node for “AlienHead”, but there are two in the scene hierarchy once imported. I assume this has to do with how we load skeletal animations? cc @ryantrem
Furthermore, the skinned mesh is allowed to have child nodes that have meshes or additional hierarchies. Thus, in additional to creating a skinned mesh, the glTF loader also creates a node that represents the glTF node with the skinned mesh, in case this node is animated or has additional child nodes.