The alternate Blender glTF exporter seems to be working great. I exported my player character and the actions defined in Blender showed up just fine. After some fiddling I was able to get those animations to play in Lyridia. So I now have an idle animation, a run animation, and an attack animation. The idle animation plays when you’re, um, idle. And the other two are self explanatory as well. Right now the attack is just a sort of punching motion and it’s not very expressive. I think I might give the character a sword and modify the attack action just so that it’s more obvious what’s happening. Once that’s done, I’ll definitely release a new version, so look for that this weekend.
There are definitely big parts of the animation system in THREE.js that I don’t understand at all right now. I tried using the crossFadeTo function but had absolutely no luck getting it to work. Presumably it can be used because there are examples that use it, but I may punt on that issue for now just to keep moving forward with more substantive game features.