**1. Background** Our avatars live in Blender, rigged and skinned, with custom animations on top. We’re building a 3D avatar configurator (e.g. hair / gender / shoes / colors / etc need to be configurable) in our Neople web app, so end-users can customise their AI colleagues and we can trigger Mixamo animations dynamically (idle, walk, wave etc) right in Three.js. We need a solid export so the GLB models behave as in Blender once loaded in-app. And that we can apply Mixamo animation to it in our app. --- **2. What you’ll do** - Audit and refine our Blender→GLB export settings (scale, axis, mesh compression, texture packing) - This will *probably* also require some remodeling, as our 3D artist used some tricks to make sure the body doesn’t clip through the clothes, which (at least during our initial testing) doesn’t translate to Three.js - Ensure skeleton, bind-pose and morph targets survive the export - And are updated / recreated to support Mixamo animations - Test our Mixamo animation clips onto the exported model in Three.js - Build a minimal test page (HTML, JS and/or React) that can: - Load the avatar - Play, blend and switch between animations - Toggle simple parameters (e.g. color, material variants) - Optional: Automate or document a repeatable export pipeline (Blender preset or custom script) --- **3. Deliverables** - Export pipeline (Blender presets or scripts) with step-by-step README - GLB assets (model + textures, one per avatar variation) - Demo webpage to swap models/animations and tweak parameters --- **4. Key requirements** - Web-friendly file sizes - Brief doc on integrating into our React codebase - Configurable outfits, colors, etc. --- **5. What we’ll handle in-house** - Maintaining and updating the base Blender files - Hosting and versioning exported GLB assets - Building the final React UI around the Three.js configurator
Keyword: 3D Modeling
3D Design 3D Modeling 3D Rendering Blender Three.js
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