This is an example of what I'm trying to achieve: http://threejs.org/examples/#webgl_animation_skinning_morph
I am exporting a 3D model from Blender (v 2.73) to Three.js (r70) using the exporter from Three.js r69.
The model has skeletal animation and several Shape keys with different facial expressions (eyes open / close, etc.).
Exporting skeletal animation to a Three.js file is great, but I donβt understand how to properly export morphing targets.
The exporter has a checkbox for Morphine Animation, but turning it on leads to a very large file, where each frame of the timeline creates a morphing target. (The timeline has skeletal animation).
The json file for the knight model ( http://threejs.org/examples/models/skinned/knight.js ) has 4 morphing targets, one for each facial expression. This is pretty much what I want, but I could not reproduce it.
Any advice on how to set up your blender file / blender for the three.js workflow is welcome.
vorsk
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