Reproducing the webgl_rorphtargets_face.html routine in Three.js under the Vue framework with an error message

Hello everyone, I am a novice who is familiar with Three.js. I installed the three dependency using the command npm install – save three in the Vue framework, and then copied the code from the tutorial webgl_rorphtargets_face.htmlhttps://threejs.org/examples/?q=face#webgl_morphtargets_face to index.html and made modifications. After running the project with the command npx vite, no faces appeared on the webpage. Then use F12 to check if the error is: I want to ask if this is the cause.
Here is my code:

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - morph targets - face</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="src/main.css">
		<style>
			body {
				background-color: #666666;
			}
		</style>
	</head>
	<body>

		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - morph targets - face<br/>
			model by <a href="https://www.bannaflak.com/face-cap" target="_blank" rel="noopener">Face Cap</a>
		</div>

    <script type="module">
      import * as THREE from 'three';

      import Stats from 'three/addons/libs/stats.module.js';

      import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

      import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
      import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
      import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';

      import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';

      import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

      let camera, scene, renderer, stats, mixer, clock, controls;

      init();

      function init() {

          clock = new THREE.Clock();

          const container = document.createElement( 'div' );
          document.body.appendChild( container );

          camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
          camera.position.set( - 1.8, 0.8, 3 );

          scene = new THREE.Scene();

          renderer = new THREE.WebGLRenderer( { antialias: true } );
          renderer.setPixelRatio( window.devicePixelRatio );
          renderer.setSize( window.innerWidth, window.innerHeight );
          renderer.setAnimationLoop( animate );
          renderer.toneMapping = THREE.ACESFilmicToneMapping;

          container.appendChild( renderer.domElement );

          const ktx2Loader = new KTX2Loader()
              .setTranscoderPath( 'three/addons/libs/basis/' )
              .detectSupport( renderer );


          new GLTFLoader()
              .setKTX2Loader( ktx2Loader )
              .setMeshoptDecoder( MeshoptDecoder )
              .load( 'public/facecap.glb', ( gltf ) => {

                  const mesh = gltf.scene.children[ 0 ];

                  scene.add( mesh );

                  mixer = new THREE.AnimationMixer( mesh );

                  mixer.clipAction( gltf.animations[ 0 ] ).play();

                  // GUI

                  const head = mesh.getObjectByName( 'mesh_2' );
                  const influences = head.morphTargetInfluences;

                  const gui = new GUI();
                  gui.close();

                  for ( const [ key, value ] of Object.entries( head.morphTargetDictionary ) ) {

                      gui.add( influences, value, 0, 1, 0.01 )
                          .name( key.replace( 'blendShape1.', '' ) )
                          .listen();

                  }

              } );

          const environment = new RoomEnvironment();
          const pmremGenerator = new THREE.PMREMGenerator( renderer );

          scene.background = new THREE.Color( 0x666666 );
          scene.environment = pmremGenerator.fromScene( environment ).texture;

          controls = new OrbitControls( camera, renderer.domElement );
          controls.enableDamping = true;
          controls.minDistance = 2.5;
          controls.maxDistance = 5;
          controls.minAzimuthAngle = - Math.PI / 2;
          controls.maxAzimuthAngle = Math.PI / 2;
          controls.maxPolarAngle = Math.PI / 1.8;
          controls.target.set( 0, 0.15, - 0.2 );

          stats = new Stats();
          container.appendChild( stats.dom );

          window.addEventListener( 'resize', onWindowResize );

      }

      function onWindowResize() {

          camera.aspect = window.innerWidth / window.innerHeight;
          camera.updateProjectionMatrix();

          renderer.setSize( window.innerWidth, window.innerHeight );

      }

      function animate() {

          const delta = clock.getDelta();

          if ( mixer ) {

              mixer.update( delta );

          }

          renderer.render( scene, camera );

          controls.update();

          stats.update();

      }

    </script>
	</body>
</html>

After adding the following code on the basis of the above code, I was able to display 3D faces again, but adding additional code did not meet my expectations:

    <script type="importmap">
      {
        "imports": {
          "three": "https://cdn.jsdelivr.net/npm/three@v0.168.0/build/three.module.js",
          "three/addons/": "https://cdn.jsdelivr.net/npm/three@v0.168.0/examples/jsm/"
        }
      }
    </script>