Quick answer: Apply scale on both the armature and mesh in the DCC tool before export so they share one identity scale and the skin binds correctly.
A rigged character that explodes into a vertex cloud or balloons on import has a scale mismatch between the mesh and its skeleton. If the armature or mesh carries an unapplied scale, the inverse bind matrices no longer line up and the skin tears away from the bones.
How to fix it
1. Apply scale on mesh and armature
Select both the mesh and the armature in Blender and press Ctrl+A > Scale so each has an identity scale of 1 before export. Mismatched scales corrupt the binding.
2. Avoid non-uniform scale on the rig
Non-uniform armature scale especially breaks skinning. Keep the rig uniformly scaled and apply it so the export carries clean transforms.
3. Re-export and verify the bind
After applying scale, re-export and confirm the mesh wraps the skeleton at rest. If it still explodes, an unapplied parent transform is likely still present.
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.