FBX2glTF
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Implement (Generate) Sparse Accessors
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.
With morph targets in place, the priority of this has increased. Their storage in full form can be very inefficient.
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.
Any update on this one? Is there an option to keep the original animation instead of baking it every frame?
Afraid not. If you have resources to help, pull requests are welcome.