Hmm. Well I don’t know what’s the issue but that result seems okay.
task.loadedMeshes[0] will grab “root” node (to be honest I don’t know exactly why root node, which is usually found in gltf format, is represented as Mesh. If you check it with
task.loadedMeshes[0].getClassName();
It will return Mesh. Now, with that said, that mesh contains list of child meshes (which are actual meshes you are looking for).
So you can do something like
task.loadedMeshes[0].getChildMeshes() (which will return array of child meshes).
I suggest you to use babylon inspector tool where you can see the complete hierarchy of meshes with the root mesh being the first node in the hierarchy (ergo, task.loadedMeshes[0] returns exactly that node)…