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Hi @Oleksandr-Fedorov! The result you're seeing is because the materials named "blitzer_ratchet" and "jetpack" have alpha values of 0.0. In general that would result in hiding the object, if perhaps still writing to the depth buffer depending on the viewer, but when the KHR_materials_pbrSpecularGlossiness extension is used in a viewer that doesn't recognize those materials, the alpha isn't applied and the parts still appear.

In Blender you'll see:

This could be a mistake in the model's authoring – alpha should be non-zero if you want to see the parts, and opaque if no transparency is intended — but you can correct it either in https://gltf.report or in your script with:

for (const material 

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@Oleksandr-Fedorov
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