Posts, page 7

Animation Compression Library: Release 0.8.0

Today marks the v0.8 release of the Animation Compression Library. It contains lots of goodies but by far the most significant point is the fact that it has now reached feature parity with Unreal 4. For the first time Unreal 4 games should be able to run exclusively with ACL. The focus for the next 2 months will be to validate this with my custom UE 4.15 integration and implement whatever might be missing as well as to create a proper and free plugin to bring ACL to the marketplace.

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ACL decompression performance

At long last I finally got around to measuring the decompression performance of ACL. This blog post will detail the baseline performance from which we will measure future progress. As I have previously mentioned, no effort has been made so far to optimize the decompression and I hope to remedy that following the v1.0 release scheduled around June 2018.

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How much does additive bind pose help?

A common trick when compressing an animation clip is to store it relative to the bind pose. The conventional wisdom is that this allows to reduce the range of motion of many bones, increasing the accuracy and the likelihood that constant bones will turn into the identity, and thus allowing a lower memory footprint as a result. I have implemented this specific feature many times in the past and the results were consistent: a memory reduction of 3-5% was generally observed.

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Animation Compression Library: Release 0.7.0

Almost a year ago, I began working on ACL and it is now one step closer to being production ready with the new v0.7 release!

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Animation Compression Library: Release 0.6.0

Hot off the press, ACL v0.6 has just been released and contains lots of great things!

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