Posts, page 12

Animation Compression: Simple Quantization

Simple quantization is perhaps the simplest compression technique out there. It is used for pretty much everything, not just for character animation compression.

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Animation Compression: Main Compression Families

Over the years, a number of techniques have emerged to address the problem of character animation compression. These can be roughly broken down into a handful of general families:

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Animation Compression: Uniform Segmenting

Uniform segmenting is performed by splitting a clip into a number of blocks of equal or approximately equal size. This is done for a number of reasons.

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Animation Compression: Range Reduction

Range reduction is all about exploiting the fact that the values we compress typically have a much smaller range in practice than in theory.

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Animation Compression: Constant Tracks

One of the primary advantage of storing bone transforms in local space as opposed to object space is that it reduces dramatically the amount of data that changes. For example, if we have two bones connected, and they have their local rotation animated, we end up with two animated tracks in local space, but three tracks in object space. This is true because the rotation changes from the root bone will cause a translation offset on the second bone.

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