pub fn prepare_mesh_bind_group(
    meshes: Res<'_, RenderAssets<Mesh>>,
    groups: ResMut<'_, MeshBindGroups>,
    mesh_pipeline: Res<'_, MeshPipeline>,
    render_device: Res<'_, RenderDevice>,
    mesh_uniforms: Res<'_, GpuArrayBuffer<MeshUniform>>,
    skins_uniform: Res<'_, SkinUniform>,
    weights_uniform: Res<'_, MorphUniform>
)