Are you running it on Android?
Does it happen on the PC also?
Does it happen only with animated models?
Can you please provide a test case, so we can take a look?
To me it almost looks like shadows dont work with morph targets in general?
Does not seem like a super rare use case, but i have never used it to i cannot say it works.
If you already got the engine forked, could you try changing
#ifdef NUM_MORPH_TARGETS Morph_Compute(modelSpacePos, modelSpaceNorm); #endif
#ifdef NUM_MORPH_TARGETS Morph_Compute(modelSpacePos); #endif
in jme3-core Common/MatDefs/Shadow/PreShadow.vert ? Or alternatively add the inNormal attrib and read it in like
vec3 modelSpaceNorm = inNormal; right before the ifdef (or inside it but before the call using the modelSpaceNorm)