@Deltakosh, the code for the Blender exporter of skeletons is almost unchanged in the area of generating the matrix of a bone, ignoring the preserveZUpRight stuff recently added by someone. I added the rest pose, but it is just a call of a function twice.
In maybe 2017, I though you commented that a skeleton needed to be built a certain way in order to also work on instances. I never did anything about it. I tried searching the old forum for ‘skeleton and instance by you’, but did not see what I though was there.
I am now in the process of subclassing
BABYLON.InstancedMesh, and I want to be able to pose them individually. Ultimately, I am going to have to come up with a test scene, where there are multiples all with different poses. Still, does this ring any bells?