We Ideally, you'll want to have assets that take the lowest amount of memory, but that animate at the highest possible quality.
Uncompressed, an animation contains a key for every frame in the animation and for each joint that has been exported. We You'll usually want to reduce the amount of joints and keys to minimize the size. We have separate channels for rotation keys and position keys per joint.
To compress animations for characters we use the the Resource Compiler tool (RC).
Choose your animation in the Animations tree in Asset Explorer. Note that both * .i_caf and *.animsettings should present and writable. (Not inside a *.pak file)
The goal should be at this point to have an animation that takes as little as possible but looks good. Sometimes though, playing around with global values for a whole animation is not enough, and we will need to fix up individual joints that show choppy motion.
Per joint control over the epsilons removal process
- For each joint, by default, the epsilon values are used to decide if they are removed or not.
- We can force a joint to be removed by clicking the checkbox next to it. Position and Rotation channels will both be removed for the selected joints.
Per joint control over the compression value
- For each joint we can specify a multiplier that is applied to the Compression value. By default this value is 1, so a joint uses the global Compression value.
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