This is an example of what I am 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 a skeletal animation, and a number of Shape keys with different facial expressions (eyes open/closed, etc.).
Exporting the skeletal animation to Three.js works fine, but I'm at a loss as to how to export the morph targets correctly.
The exporter has a check box for 'Morph animation', but enabling it results in a very large file, where each frame of the timeline produces a morph target. (The timeline has the skeletal animation).
The json file for the knight model (http://threejs.org/examples/models/skinned/knight.js) has 4 morph targets, one for each facial expression. This is pretty much exactly what I want, but I have not been able to reproduce it.
Any tips on how to setup the blender file / blender to three.js workflow would be greatly appreciated.