Blender Version Tested: 2.81a
- select both the mesh and full-armature (easiest in object mode)
- start an export as GLTF
- format: GLTF-embedded (glb extension)
- Transform: +y up
- Geometry:
- Mesh:
- Apply Modifiers: OFF
- UV's: ON
- Normals: ON
- Tangents: ON
- VertexColors: OFF
- Loose Edges: OFF
- Loose Points: OFF
- Material:
- USE Principled BSDF Shaders with Metallic Roughness Workflow
- Materials: Export
- Images: Automatic
- PBR Extensions:
- Export original PBR Specular: OFF
- Compression: OFF
- Mesh:
- Animation: all off
- select both the mesh and full-armature (easiest in object mode)
- start an export as GLTF
- format: GLTF-embedded (glb extension)
- Transform: +y up
- Geometry:
- Mesh:
- Apply Modifiers: OFF
- UV's: ON
- Normals: ON
- Tangents: ON
- VertexColors: OFF
- Loose Edges: OFF
- Loose Points: OFF
- Material:
- USE Principled BSDF Shaders with Metallic Roughness Workflow
- Materials: Export
- Images: Automatic
- PBR Extensions:
- Export original PBR Specular: OFF
- Compression: OFF
- Mesh:
- Animation: all off, except Skinning
- Include all bone influences=ON (make sure no more than 4!)
- Export Deformation Bones Only=ON
- start an export as GLTF
- format: GLTF-embedded (gltf extension)
- Include: (all off)
- Transform: y-up
- Geometry: all off
- Animation: Use Current Frame=On, Shape Keys=Off, Skinning=Off, Animation=On [Limit to Playback Range=On,Always Sample=On, SampleRate=1, Export All Armature Actions=Off]
- use quaternion mode for bones - axis/ang has interpolation issues
- start an export as GLTF
- format: GLTF-embedded (gltf extension)
- Include: (all off)
- Transform: y-up
- Geometry: all off
- Animation: Use Current Frame=Off, Shape Keys=Off, Skinning=Off, Animation=On [Limit to Playback Range=On,Always Sample=On, SampleRate=1, Export All Armature Actions=Off]
regarding apply modifiers: This can mess up normals when exporting glTF see: KhronosGroup/glTF-Blender-IO#799