three.js animation: Skeleton/Skinning vs Morph -
Then after experimenting with some morph and skeletal animation (exported from Blender), I see that skeletal files are almost Compared to files of 10 times smaller, it appears that the skeleton is clearly a better option, but I was thinking that it is bad to use.
Especially I suspect that it takes a lot of processing to animate the skeleton rather than the outline. When is one better than the other? Will it be a question that Im 100 models vs just one? If the skeleton makes more processing, and I host an online application, will the bandwidth reduction (due to small file size) be eligible for additional processing, which will be required at run time?
Thanks for any input. In fact, skeletal animation takes a bit more processing, because the matrix of bones should be calculated (JS In) in each frame and uploaded GPU. While in the animation form, all interpolation can be done GPU-side. So this is actually a memory-display business.
When you play many animations at the same time, processing will cost some. Along with this, many different animations will have large files.
As you have mentioned.
So it depends on the case. There are some good points about which you should pay attention to:
- If the animation is not very fast or complex, then morph animation can be stored in low frames on each frame, so that you have small Get files
- Skeleton animation is bone information, so that you can use your model to engage things, eg. You have a soldier model in which you want to attach various guns. With tone animation, you can not do this, so you have to animate both the soldiers and every gun.
- You can actually use both types of animation in the same application, most are sufficient for each use.
- Unlike Scondames-ES, Morphynim Mesh-ES, there is currently no support for the recording. If you need recasting, eg To choose the object, you will need to use morph animation for time.
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