This question is a little vague …
and i’m not a 100% sure if im understanding you correctly but if rokoko supports the exportation of fbx files and animations then yes you can import it to three.js using the fbx loader then to chane either the x or y use model.position.x = 100; …
You are right, i do struggle with needed terminologies.
I have imported the fbx into three.js successfully. The object (Skeleton bones) is moving nicely! my need here to put a character on this skeleton and to do this on three.js. In another word, i’m looking to do the join (skeleton and a character) within three.js.
Then, i need to consider the current fbx (the Skeleton one) when getting its character/s? when i have my fbx (the Skeleton one) and a desired character, i can merge them within three.js?
You play an animation on an AnimationMixer created for a model, it doesn’t matter if the animation comes from that model or not. The Skeleton is the way to join both sides, the model and the animation. What I read is that their bones need to have the same names, but I’m not 100% sure if that’s enough:
let mixer = new THREE.AnimationMixer(model);
let animationAction = mixer.clipAction(clip);