Thanks, looks like to confirm what I've expected. I will make a new build soon with a better compatibility of skinning with more android devices.
In the meantime, you can use cpu skinning as a workaround. This will be much slower, but you'll be able to render the model in the meantime of the new build.
To test in viewer, open shader panel and uncheck hardware skinning (it's not easy to access it on a phone, but you should in landscape mode). By code:
ShaderGeneratorConfig config = new ShaderGeneratorConfig();
config.skinningEnabled = false; // Skinning in cpu
ShaderGenerator generator = new ShaderGenerator(config);
Edit: As an alternative, you can also run your model throught the Optimizer which will optimize skinning and will fix the shader problem for this model.
One way to do that is during the model reading (not the best, better will be to convert fbx in jmf and run optimizer during jmf writting):
ModelReaderSettings options = ...;
options.optimizer = Optimizer.getBestOptions(true);