Over the past couple years, I’ve used three.js very casually to prototype game engines, learn shader programming etc. The thing that I always run into that stops my progress is the lack of layers in the built-in animation engine. Layers, in other engines like Unity, PlayCanvas etc. allow multiple animations to be controlled independently, with weighted influence over parts of the skeleton.
The concrete example is a character controller: I don’t see a way to have a looping animation, like a walk cycle, play continuously while blending with an event-triggered animation like a punch on a different body part. You can kinda fake it by stripping out tracks for some bones, but that’s more of a workaround than a solution.
I suspect this is why the vast majority of three.js products / games don’t have complex animations. Before I get super long-winded, I want to see if anyone else has run into this. It would be great to discover that there’s a simple solution, or at least that I’m correct and it’s not possible without rewriting three’s animation system.