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Implement (Generate) Sparse Accessors

Open zellski opened this issue 7 years ago • 4 comments

Especially when outputting animation data, leaning on sparse accessors could likely save a fair bit of space in the output file.

If we end up Draco-compression animations in the future, the value of sparse accessors goes down; long runs of zeros largely vanish in compressed form. Even in that situation, though, there are time- and memory-saving benefits on the client.

zellski avatar Oct 21 '17 17:10 zellski

With morph targets in place, the priority of this has increased. Their storage in full form can be very inefficient.

zellski avatar Nov 08 '17 18:11 zellski

With https://github.com/mrdoob/three.js/pull/12596 done, I'm bumping this to 1.0 requirement. Morph targets are insanely inefficient without sparse accessors.

zellski avatar Nov 15 '17 22:11 zellski

Any update on this one? Is there an option to keep the original animation instead of baking it every frame?

jiamingfeng avatar Mar 14 '19 19:03 jiamingfeng

Afraid not. If you have resources to help, pull requests are welcome.

zellski avatar Mar 14 '19 19:03 zellski