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GLTF doesn't support the Blender modifier stack, so there is no way to simply export what you see in Blender.

You can apply modifiers on export, which is great for flattening bevels, bools, and subsurf, but an animation is another thing entirely.

A few options, and they're all somewhat complicated.

  • Recreate the unrolling animation using bones somehow. Skinned meshes can be exported.

  • Turn your animation into vertex keyframes, export to .MDD, then import the .MDD into blender, then export as GLTF. This will create all of your vertex keyframes as morph targets. Discussed here. R3F/Three can then use those morph targets to play the animation.

  • Rethink how the unrolling animation works an…

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