Why would someone need so many roots to model and animate? I have no idea what software was use, but i just lost 2 days trying to make the model walk normal and not reverse, just to find out i had to rotate the top root with 180 degrees.
Difficult to tell without seeing the model itself.
Does the model have many separate pieces of clothing on them?
Are the extremities divided into separate pieces (that was a way to animate models in the pre-bone era but it’s a pretty obsolete tech today).
It may be that whoever did the model did not merge all the individual pieces together properly.
As I said: it is difficult to say without sseing what kind of model it is or what the model looks like but it seems a little strange.
can you post a screenshot?
Does the model have bones (and animations)?
It’s a bad model. Any decent modeller or animator knows to use descriptive names. Maybe it’s just exported bad.
Mesh is in one piece. And yes is animated.
It’s not a bad model. The person who created it isn’t paying attention to what he’s doing.
Some programs will write out their own root node transform. What this person did was import and export
the model again and again, about 9 times or so, and didn’t get rid of the extra root nodes.
All the nodes above “SceneRoot” should have been deleted, as they are all identity transforms.