You just want to isolate one single object from whole asset scene full of objects ?
:) Yeah, kind of. The idea is that the main character (rigged model) should be customizable at runtime. So what I've try to achieve is to remove some part of meshInstances that exists under the skeleton node (not by toggle visibility - just using RemoveChild) and under the same skeleton instantiate a new mesh that exists in the other scene (*.tres file). This new mesh already has a vertex weightPaint for rig, correct position and correct material attached. And on some level I was able to do it, the meshInstance appears in the outliner in remote view so, it is there, and when I click to select it, all parameters visible at editor exist (material, correct mesh preview -meshArray; correct size, skin) but for some reason is not visible in the viewport.
Sorry for my overcomplicated description, english is not my native :).
need to check my code on the more simple scene without armature and maybe change the code language to GDScript, of course, I will check all these points that You mention, anyway...Thank You for taking Your time.