After numerous attempts to integrate Blender animations with the latest version of three.js, I have come to the realization that achieving this successfully is highly unlikely.
I previously raised a query on Stack Overflow regarding this issue. Ultimately, I had to provide my own solution. In my post, I delve into the complex process required to make even the most basic example from the default .blend file in three.js function properly.
The official guidelines and documentation advocate for using ObjectLoader to import exports from Blender, but unfortunately, this method is ineffective with the existing animation system in three.js. The updated animation features utilize skinned meshes, a feature not supported by ObjectLoader as evidenced in the source code (src/loaders/ObjectLoader.js). Furthermore, the use of THREE.AnimationMixer is not documented in the official resources provided by three.js.
In addition, the Blender exporter tool can be deemed unreliable or defective, depending on one's perspective. As highlighted in my aforementioned query, the exporter has been known to alter the model state. To ensure consistency, users need to manually adjust bone positions before each export process, otherwise encountering unpredictable outcomes when attempting multiple exports consecutively.
Given these challenges, it is apparent that importing Blender animations into three.js faces significant technical hurdles. For projects requiring immediate implementation, it may be necessary to reconsider the workflow either by excluding Blender altogether or opting for an alternative rendering platform apart from three.js.