Posts, page 2

Compressing looping animation clips

Animations that loop have a unique property in that the last character pose must exactly match the first, for playback to be seamless as they wrap around. As a result, this means that the repeating first/last pose is redundant. Looping animations are fairly common, and it thus makes sense to try and leverage this in order to reduce the memory footprint. However, there are important caveats with this, and special care must be taken.

Read the full post

Bind pose stripping

A little over three years ago, I wrote about storing animation clips relative to the bind pose in order to improve the compression ratio. In a gist, this stores each clip as an additive onto the base bind pose.

Read the full post

ACL 2.0 is hot off the press

After 18 months of work, the Animation Compression Library has finally reached v2.0 along with an updated v2.0 Unreal Engine 4 plugin.

Read the full post

Controlling animation quality through streaming

For a few years now, I’ve had ideas on how to leverage streaming to further improve compression with the Animation Compression Library. Thanks to the support of NCSOFT, I’ve been able to try them out and integrate progressive quality streaming for the upcoming 2.0 release next month.

Read the full post

Windows Hyper-V woes

This weekend, I noticed that AMD Ryzen Master (a great tool to control your CPU when profiling code performance) and VirtualBox both stopped working for me under Windows 10. I wasn’t too sure how it happened and I spent a good deal of time chasing what went wrong so I am documenting my process and result here in hope that it might help others as well.

Read the full post