
This model demonstrates tow things:
The model has:

Each skin attaches the same mesh to different lengths of the skeletons, so we have 21 skins bound to multiple lengths of each skeleton.
Using skinning in this way might be seen by some as abusing the glTF format, but it’s actually very useful in some circumstances, and can be used by game engines as a stress test on how to handle uncommon, -but valid- skinned meshes.
The model includes a simple animation where each of the 4 columns twists over a different axis, propagating the affect to the attached child skeletons.
Copyright 2021 SharpGLTF CC-BY 4.0 https://creativecommons.org/licenses/by/4.0/ Model by Vicente Penades.