I didn’t find much info about animations, and a quick look at the examples didn’t help in my case either.
In short, I use Shape Keys (in Blender) for animating things from complex face expressions, to the most simple bouncing ball.
However, when I try to run it from CGE (or model viewer) I get an info Animating "weights" not supported.
I have checked CGE manual about exporting from Blender twice to make sure I did it right, in the CGE recommended ways.
Shape keys are very useful for micro expressions, especially that my characters are quite realistic. I can find a way to replace them eventually, but I don’t want to TNT the wall if there are some doors.
Is using armature (“skeleton”, bone based rig) only way to animate 3D stuff? I may be getting something wrong.
Yes, for now if you need to deform the mesh (change the vertexes) and you want to use Blender->glTF exporter (which we recommend), indeed the armature is the only way (and we’re working right now on a powerful upgrade to it, Skinned animation using the Skin node | Castle Game Engine ).
“Shape keys” from Blender (which are translated into glTF “morph targets”) are just not yet supported by CGE.
Underneath, our X3D nodes graph has equivalent functionality, you can use TCoordinateInterpolatorNode that can be “routed” (it’s an X3D term) to a TCoordinateNode points, see examples:
There’s no big reason why it wasn’t implemented yet, I just didn’t have time to do it yet and nobody pinged me about it. Well, you just changed it I have my hands a bit full in June, but I’ll see can I handle this in July.