Hi,
i just noticed some bug when attaching skinned meshes at runtime to skeletons.
As example:
var mySkinnedMesh = mesh[0];
var myOtherSkinnedMesh = mesh[1];
myOtherSkinnedMesh.skeleton = mySkinnedMesh.skeleton;
This is working well in v2.4.
With the current release, the attached mesh is slightly offset.