semgilo Sorry for the confusion. This behavior appears to be caused by the Canvas Renderer component that is generated when Multiple CanvasRenderers is enabled. The component has the Cull Transparent Mesh option turned on by default. Disabling this option should allow your skeleton to display correctly:

The official description of the Cull Transparent Mesh property is as follows:
Indicates whether geometry emitted by this renderer can be ignored when the vertex color alpha is close to zero for every vertex of the mesh.
You should disable this option when you use Additive blend mode on any slot while PMA Vertex Colors is enabled, since this setup applies an additive slot with PMA additive blending in a single drawcall under the normal blend mode. Any situation in which vertex alpha becomes zero while the element is not actually meant to be transparent will cause issues if this option remains enabled.