Three.js & Animation & Blender

The .blend contains the following:

  1. the knight mesh, attached to an armature with the “Idle” animation linked
  2. a group of empty nodes (not an armature) animated by the “Walk” animation
  3. a group of empty nodes (not an armature) animated by the “Die” animation
  4. a group of empty nodes (not an armature) animated by the “Dance” animation

Since those groups of empty nodes are not armatures, and aren’t linked to the Knight mesh in any way, they don’t export. What you need ideally is 4x NLA Tracks (one for each animation) linked to the same Armature. I’m not sure how to edit the .blend file to get that from its current state, but Blender artists might know how.

I wrote the article below for an older version of Blender, but it might still be applicable as a way of bringing Mixamo animation into Blender and exporting to glTF. The Khronos Group exporter is now built into Blender, and so the references to the Kupoman exporter are no longer relevant: Creating animated glTF characters with Mixamo and Blender