Yeah the Blender exporter just wasn’t designed with the idea of playing multiple animations at once in three.js because it will export all keyframe data, even for bones that don’t move which is the problem.
Also, I could’ve sworn I read somewhere on the github issues page that the Blender exporter was going to be depreciated. I can’t find the thread anymore, maybe the devs changed their mind or something? Regardless, I’m now exporting my models from Blender using .fbx. If anyone is interested in mixing multiple animations with a model exported from Blender in .fbx format you can remove the keyframes that don’t change with some code:
loader.load("model.fbx", function(object) {
object.animations.forEach(function(clip) {
for(var t = clip.tracks.length - 1; t >= 0; t--) {
var track = clip.tracks[t];
var static = true;
var inc = track.name.split(".")[1] == "quaternion" ? 4 : 3;
for(var i = 0; i < track.values.length - inc; i += inc) {
for(var j = 0; j < inc; j++) {
if(Math.abs(track.values[i + j] - track.values[i + j + inc]) > 0.000001) {
static = false;
//console.log("found change: " + clip.name + " -> " + track.name);
break;
}
}
if(!static)
break;
}
if(static) {
clip.tracks.splice(t, 1);
}
}
});
});