Variants on Bones result with rendering of ghosted meshes

While trying to create a reproduction for you I have stumbled upon a potential workaround. You see we have always been loading the accessory aggregate (headwear agg) from a separate USD. When I defined the xform with payload variants in the person USD it does actually work. I will test with randomization now.

Difference between defining variants in the human USD vs. loading from a separate USD.

tl;dr: the workaround is to define all variants inside the person and load them from an external USD.

This is still a bug related to variants and skeletons, so it should be worked on. In the meantime we have a workaround we can live with. It will take a lot of work to add those variants to all person USDs manually vs. referencing a single USD with varinats defined, but at least it will work.