Multiple animations from blender and parts of mesh disappear

Ok here is what is happening
If I load a model into mixamo and save out with an animation I can load it in threejs fine, but when I try multiple from blender parts of the mesh disappear. If I only load one its fine, but more than that and no go. The animations play but you can not see parts of the mesh, you can move your camera and at certain angles it pops into view. Don I followed your old example but its from years ago and I am using blender 2.93.1
and many of the things are much different in the interface. Looking around it seemed that normals may need to be flipped, but for the life of me, I cant find a mesh menu any where, any clues? When there is only one animation the mesh is fine, it is only when there are more than 1. In the tutorial you did you say to delete the armatures of the other animations, but when I do the animation goes away too.
here is an example image of what I see

Found the issue,
I needed to add this
child.frustumCulled = false;
now all working fine.
Man I love this forum, so many answers for sooo many questions

Thanks…

I believe you probably needed frustumCulled = false because your animation is translating the geometry vertices instead of the Mesh node that contains the .geometry. This seems to break the bounding sphere or box calculation for frustum culling (I also have this problem).

I haven’t verified, but if you instead untranslate the geometry (f.e. the root node of the animated skeleton) and then translate the Mesh by the opposite amount, and then update the bounding sphere or box (try both to be sure), then it might work (and if the character goes off camera, Three will not waste time rendering it).

Here’s the problem I currently see even if I run bounding sphere/box calculation every frame, where the dot on the floor is the actual position of the Mesh node:

Despite that the whole geometry (and node) are in view, frustum culling is broken.

Once I verify exactly what the problem is I’ll post back.

When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false the object gets rendered every frame even if it is not in the frustum of the camera. Default is true .

https://threejs.org/docs/#api/en/core/Object3D.frustumCulled