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GLTF import alters scene hierarchy for skinned items #1652

Description

@Mondkalb1

Describe the bug
When importing a GLTF file in Blender, it forces all objects that are skinned to a specific Armature to be children of that Armature in the hierarchy.

Contextual image:
The left side shows the scene how it was constructed in blender natively.
The right side shows that same scene after being saved to gltf, and then imported again into a new empty scene in Blender.
issue

To Reproduce
Steps to reproduce the behavior:

  1. Download the attached cubeBones.zip and extract it
  2. Open the cubeBones.blend file in Blender
  3. Observe the hierarchy. We have "Cube" under LOD_0 node, and "Cube.001" under LOD_GEO node.
  4. Export this complete scene as .gltf
  5. Clear the workspace so that you have an empty scene without default cube
  6. Import that newly saved .gltf file
  7. Observe the hierarchy. We now have both "Cube" and "Cube.001" under the "skel" armature. They don't belong there.

Expected behavior
The scene hierarchy of the objects shall be preserved. They must not be force-moved to be in the hierarchy under the skeleton, but remain where they were.

.blend file/ .gltf
cubeBones.zip

Version

  • OS: Win 10
  • Blender Version 3.1.0

Additional context
This may be by convention and design, as we noticed the FBX import does this also. However, it is critical for us that the actual structure is maintained. We were also able to determine that the gltf export accurately writes this hierarchy correctly, only during the import into blender does this reshuffling happen.

Ideally this would be an optional boolean toggle to disable this default behaviour.

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