What problem does it solve? Animating 3D objects in Three.js requires coordinating AnimationClips, AnimationMixers, and AnimationActions, which is error-prone when loading GLTF animations, blending multiple clips, or driving bones and morph targets programmatically. ## Core Features & Use Cases - Keyframe Animation: Create NumberKeyframeTrack, VectorKeyframeTrack, QuaternionKeyframeTrack, and ColorKeyframeTrack clips with configurable interpolation modes. - Skeletal & GLTF Animation: Load animations from GLTF models, control bones directly, attach objects to bones, and visualize rigs with SkeletonHelper. - Animation Blending & Morph Targets: Crossfade between actions, blend idle/walk/run by weight, use additive blending, and animate morph target influences. - Use Case: Build a character controller that loads a GLB model, plays its Walk clip, crossfades to Run based on movement speed, and procedurally turns the head bone toward the camera. ## Quick Start Show me how to load a GLTF model and play its built-in Walk animation with an AnimationMixer in Three.js.