Quick answer: Re-bind the skin at a clean rest pose, export the matching bind pose, and import so the skeleton's bind matches the skinned vertices.
A model that explodes into a mangled T-pose the moment it imports has a bind-pose mismatch: the rest pose the skeleton stores does not match the pose the mesh was skinned in. The engine applies the inverse bind matrices against the wrong base and limbs fly apart.
How to fix it
1. Reset to a clean rest pose
In your DCC tool, clear pose, set the rig to the exact bind pose, and re-bind the skin. A consistent rest pose gives the engine correct inverse bind matrices.
2. Export the bind pose
Ensure the FBX exports the bind pose (Maya: Bake Animation off, bind pose present). A missing or stale bindPose node forces the engine to guess and produces the splay.
3. Match against an existing skeleton
When importing additional meshes for the same rig, bind against the same skeleton/avatar so all assets share one consistent bind pose.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.