There is a model with animation. After the introduction of a new system of animation, I did not get it to run. Maybe I’m wrong to set up export? I am attaching files:
https://www.sendspace.com/file/etv0sl
Code:
var mixer = new THREE.AnimationMixer( player );
mixer.addAction( new THREE.AnimationAction( player.geometry.animations[0] ) );
mixer.update( 1000 );
New System works with animation clips (since r74 if im right).
Heres a sample of my Blender exported JSON models.
Every exported Animation gets stored in the array geometry.animations.
In my example i explicitly know which index is which animation but its also very easy to map it manually by name: (
geometry.animations[x].name
).In the animation loop you then have to update the mixer regularly
if(typeof mixer != "undefined") mixer.update(delta);
Got my infos from http://yomotsu.net/blog/2015/10/31/three-r73-anim.html
Also heres the regarding sourcecode for an animation action: https://github.com/mrdoob/three.js/blob/ab93512c7a44bd98e669592b3db441c04a2057f4/src/animation/AnimationAction.js
The Export from Blender has A LOT of possible snares especially when
using Skeletal mesh animations (!= morphs).
never ever be touched again 🙂
(Keyframes also should only have keying set LocRot)
my export settings:

Hope that helps future explorers 🙂
Did you catch that this:
if(typeof mixer != "undefined") mixer.update(delta);
should be this
if(typeof mixer !== "undefined") mixer.update(delta);
?