I have a gltf model with animation that i made in Blender with Shape Keys (morph targets).
When i load this model as a Scene, everything works perfectly (attaching an image with what the innermost two entities look like).
I've recently decided to start loading all my models not as Scenes (#Scene0), but as Meshes (#Mesh0/Primitive0). This way I don't need to have an hierarchy with several useless entities for each Scene, and i don't need to use bevy-scene-hook.
Everything seemed to work great, but then i've encountered an issue when trying to load this particular model:
wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 180, Vulkan)>`
In a draw command, indexed:true indirect:false
note: render pipeline = `pbr_prepass_pipeline`
The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 2 which is incompatible with the bind group layout associated with the bind group at 2
I think it must be related to MorphWeights/MeshMorphWeights components somehow, but i'm not sure. I don't really know whether it'd be possible to have a single mesh entity with those AnimationPlayer and MorphWeights, because when I spawn it as a scene, they're not in the innermost (mesh) entity, but in its parent (refer to the screenshot)