Posts, page 4

Morph target animation compression

The Animation Compression Library v1.3 introduced support for compressing animated floating point tracks but it wasn’t until now that I managed to get around to trying it inside the Unreal Engine 4 Plugin. Scalar tracks are used in various ways from animating the Field Of View to animating Inverse Kinematic blend targets. While they have many practical uses in modern video games, they are most commonly used to animate morph targets (aka blend shapes) in facial and cloth animations.

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ACL 1.3 is out: smaller, better, faster than ever

After 7 months of work, the Animation Compression Library has finally reached v1.3 along with an updated v0.5 Unreal Engine 4 plugin. Notable changes in this release include:

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Realtime Math: faster than ever

Today Realtime Math has finally reached v1.1.0! This release brings a lot of good things:

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Faster floating point arithmetic with Exclusive OR

Today it’s time to talk about another floating point arithmetic trick that sometimes can come in very handy with SSE2. This trick isn’t novel, and I don’t often get to use it but a few days ago inspiration struck me late at night in the middle of a long 3 hour drive. The results inspired this post.

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Pitfalls of linear sample reduction: Part 4

A quick recap: animation clips are formed from a set of time series called tracks. Tracks have a fixed number of samples per second and each track has the same length. The Animation Compression Library retains every sample while Unreal Engine uses the popular method of removing samples that can be linearly interpolated from their neighbors.

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