FBX export creates duplicate skinCluster nodes on some meshes
has anyone run across this issue when exporting skinned meshes as fbx files? It seems to assign duplicate skinCluster nodes to the same mesh. There is only one skinCluster on the mesh prior to export, but then multiple skinClusters on the resulting fbx file.
--detailed explanation--
I have an automated pipeline to export rigged character assets as fbx files for importing into game engines. It's a clean export containing only meshes and joints and blendshapes. It duplicates all the meshes and joints and rebuilds the asset in a non-destructive way so as to preserve the maya asset as is. All of this has worked as designed for over a year.
Today I am getting weird results. I have asset with many meshes, but two and (as far as i can tell, only two) meshes are getting multiple (4 in this case) skinCluster nodes assigned to them. I believe this is happening in the export because I can run the process in maya and see that they only have one skinCluster node in the asset file prior to export.
This is not a case where there are multiple skinClusters with different weights, joints, etc. There is only one skinCluster on the original mesh, and should only have one skinCluster node on the result. I can tell that they are duplicate skinCLusters because the mesh quadruple transforms on joint rotation, meaning that the verts are getting driven 4x from expected results.
As I said, this is only happening to 2 out of many meshes in the scene, and the same replication process is being run on every mesh.
Thanks for any help.