thanks for the response
I checked with a simpler example GLTF file I found online and that indeed worked ok in Create (animation was present and correct) - I suspect there is an issue with the asset structure that Create doesn’t like with my original asset (joint hierarchy is not a root node, root parent joint in the skeleton hierarchy is not bound itself, skinned meshes grouped rather than root nodes and under a separate group node) that the other apps I tried it with were more forgiving of.
trying to import the fbx directly will pretty much crash every time but at random points in the export leaving some meshes exported as USD (but not all) and some random files with with weird extensions which suggests the sub thread doing the export just stopped without finishing - Create is still up that point but the conversion obviously did not work correctly
I probably have to do some more work on making sure the fbx file itself is better conformed - I will report back if I find any obvious success conditions there
is there any written help or documentation on what ‘properly conformed’ might generally mean for importing skeletal mesh type assets (from any viable source format)?