How many matrices are in her hands? Perhaps you could try to reduce the amount somehow, if she’s always going to be holding the scythe… Although somehow she doesn’t seem to have the fingers split already, so I guess it’s impossible to reduce more because there are still many body parts left that should be separated…
I wonder who might take a look at this problem… maybe @not_owen_wilson ? Or is this not a rendering problem?
And yes, this is all my fault: rendering issue. We do all our skinning on GPU, which means we have a limit on the number of bones we can support that is largely dependent on older (OpenGL 2.x) hardware. Getting to 64 bones on such hardware might not be possible (finding hard numbers on old hardware is difficult, though, so I’m basically crossing my fingers and assuming 256 uniform components, which is equal to 64 matrices, but that leaves no room for all the other uniforms we use throughout rendering).
A CPU-skinning-fallback approach is probably the only real solution. Won’t make it for A11, but I think I’ll be able to get it in for A12.