three.js animation: Skeleton/Skinning vs Morph -



three.js animation: Skeleton/Skinning vs Morph -

so after experimenting morph , skeletal animation (exporting blender), see skeletal files 10 times smaller morph files. seem skeletal improve option, wondering if there cons using it.

specifically suspect takes much more processing animate skeleton rather morph. when 1 improve other? matter if im animating 100 models vs one? if skeletal take more processing, , host application online, decrease in bandwidth (due little file sizes) worth processing need @ run time?

thanks input.

indeed, skeletal animation takes more processing, because bones' matrices must calculated (in js) in every frame , uploaded gpu. while morph animation, interpolation can done gpu-side. memory-performance trade.

when have many animations playing @ same time, processing indeed have cost. @ same time, however, several different morph animations have big filesizes.

as mentioned.

so depends on case. there fine points should take note of:

morph animations can stored reduced frames per sec if animation isn't fast or complex, have smaller files. skeletal animations have bone information, can utilize attach things model, e.g. have soldier model want attach different guns to. morph animation, can't this, you'd have animate both soldier , every single gun. you can utilize both types of animation in same application, choosing adequate each use. skinnedmesh-es, contrary morphanimmesh-es, have no back upwards raycasting. if need raycasting, e.g. selecting objects, need utilize morph animation time being.

animation three.js blender morphing skeletal-animation

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