title: Three.js - Animation is not playing
body: <p>I have problem with animating object exported via <a href="https://github.com/mrdoob/three.js/tree/dev/utils/exporters/blender" rel="nofollow noreferrer">blender plugin</a> from blender to THREE.js. Animation did not start running...</p>
  
  <p>Of course, I tried many combinations of settings when exporting from blender and importing to THREE.js library, but without success.</p>
  
  <p>Here is code, what I think should work. Comment <strong>Critical section</strong> annotate where is probably some mistake. Link to source JSON is in the example too. Of course, I can provide source *.blend file, if needed...</p>
  
  <p><div class="snippet" data-lang="js" data-hide="false" data-console="false" data-babel="false">
  <div class="snippet-code">
  <pre class="snippet-code-js lang-js prettyprint-override"><code>var tgaLoader = new THREE.TGALoader();
  var objectLoader = new THREE.ObjectLoader();
  
  var clock = new THREE.Clock();
  
  var SCREEN_WIDTH = window.innerWidth;
  var SCREEN_HEIGHT = window.innerHeight;
  
  renderer = new THREE.WebGLRenderer({ antialias: true });
  
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
  document.getElementById('container').appendChild(renderer.domElement);
  
  objectLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/scavenger.json', function (loadedScene) {
    scene = loadedScene;
    mesh = scene.children[0];
  
    scene.background = new THREE.Color('white');
    mesh.material = new THREE.MeshPhongMaterial({ map: tgaLoader.load('//cdn.rawgit.com/PiranhaGreg/files/master/SCA_BODY_V0.TGA') });
  
    hemiLight = new THREE.HemisphereLight('white', 'white', 0.6);
    scene.add(hemiLight);
  
    camera = new THREE.PerspectiveCamera(30, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000);
    camera.position.set(500, 200, -100);
  
    controls = new THREE.OrbitControls(camera);
    controls.target.set(0, 50, 0);
    controls.update();
  
    var geometry = new THREE.PlaneBufferGeometry(200, 200);
    var material = new THREE.MeshPhongMaterial({ shininess: 0.1 });
    var ground = new THREE.Mesh(geometry, material);
  
    ground.rotation.x = - Math.PI / 2;
  
    scene.add(ground);
  
    mesh.scale.set(-1, -1, 1);
  
    // Critical section...
    mixer = new THREE.AnimationMixer(mesh);
    var sequence = THREE.AnimationClip.CreateFromMorphTargetSequence('animation', mesh.geometry.morphTargets, 25, true);
    var animation = mixer.clipAction(sequence);
    animation.play();
    // End of critital section
  
    animate();
  });
  
  window.onresize = function() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
  
    renderer.setSize(window.innerWidth, window.innerHeight);
  };
  
  function animate() {
    requestAnimationFrame(animate);
    render();
  }
  
  function render() {
    var delta = 0.75 * clock.getDelta();
    mixer.update(delta);
    renderer.render(scene, camera);
  }</code></pre>
  <pre class="snippet-code-css lang-css prettyprint-override"><code>body {
    margin: 0px;
    overflow: hidden;
  }</code></pre>
  <pre class="snippet-code-html lang-html prettyprint-override"><code>&lt;script src="//cdnjs.cloudflare.com/ajax/libs/three.js/87/three.min.js"&gt;&lt;/script&gt;
  &lt;script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/TGALoader.js" type="application/javascript"&gt;&lt;/script&gt;
  &lt;script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"&gt;&lt;/script&gt;
  &lt;div id="container"&gt;&lt;/div&gt;</code></pre>
  </div>
  </div>
  </p>
  
  <p>Thanks for any suggestion.</p>