![]() Using discreet samples during decompression a Hermite curve is constructed on the fly and interpolated. ![]() The source data is sampled uniformly at a fixed interval such as 30 FPS and is kept unsorted in full precision. This would of course immediately reduce the memory footprint for rotation tracks by 25% at the expense of a few instructions to reconstruct the original quaternion. An obvious win here could be to instead encode rotations as quaternion logarithms or by dropping the quaternion W component or the largest component. Rotation tracks are always encoded as four curves to represent a full quaternion (one curve per component). The engine uses one of three encodings to represent an animation track regardless of the track data type (quaternion, vector, float, etc.): However, I was able to get in touch with an old colleague working at Unity to clarify what happens under the hood.īefore we dig into what each compression setting does we must first briefly cover the data representations that Unity 5 uses internally. It’s worth mentioning that Unity 5 is a closed source software and as such, there is some amount of uncertainty and speculation. The relevant FBX Importer and Animation Clip documentation is very sparse. Being a state of the art game engine, it supports everything you might need when it comes to character animation including compression. Unity 5 is a very popular video game engine on mobile devices and other platforms.
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