Yep, it truly is. Thanks for this demo, it’s quite interesting how this works.
I can only guess right now, but I assume there are some differences.
For example, the Farmer rig shows as type ‘SkinnedMesh’ while in my scene the armature is of type ‘Bone’. Maybe that’s a possible reason?
I have to admit, I actually don’t know the real difference, beside reading about some solutions regarding a dynamic rig and an IK solver which seem to be present in the verge3d api.
So I have to assume a blender exported rig is static and limited to its exported animation clips while SkinnedMesh can be dynamically changed or animated through the api.