Posts, page 13

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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Animation Compression: Measuring Accuracy

Every compression algorithm covered herein is lossy in nature, so how we measure accuracy is critically important. Measured deviation from source data needs to be representative of the visual differences observed.

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Animation Compression: Animation Data

Animation clips more or less always boil down to the same thing: a series of animated tracks. There might also be other pre-processed data (such as the total root displacement, etc.) but we won’t concern ourselves with this since their impact on compression is usually limited. Instead, we will focus on bone transform tracks: rotation, translation, and scale.

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Animation Compression: Terminology

Central to character animation is our animation sequence. These are also commonly called animation clips and I will use both terms interchangeably.

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Animation Compression: Preface

This post is meant as a preface to explain the overall context of what is character animation, how we use it, and why it needs special consideration.

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