The more nodes that have to be animated the slower it will be, so simple skeletons will animate faster than more complex ones. An educated guess, I believe having one keyframe on every frame --that is, baking the animation onto each frame of the sequence, and setting all tangent types to constant-- is slightly faster than…
I don't think you should do this by hand,especially not in 2020... Game engines can auto compress animations if it becomes a bottleneck. But honestly, haven't really seen many scenarios where the animation was too heavy and had to be optimized because of this. If you have a heavy skeletal mesh (say 500 bones), it doesn't…
Let me confirm that guess, the Unreal docs do mention that animation interpolation (how keyframes are interpolated) impacts performance: So in order to still get nuanced/subtle animation without using interpolation, you'll have to bake your animation to all frames and use constant interpolation (i.e. no interp at all). You…
If you need more performance you should lower the bone count, and/or change the type of interpolation used (linear is always faster then any kind of smoothed interpolation, and I'd presume curves with adjustable tangents will be slower still in most engines). If you turn off interpolation entirely it's the same as using…
So the animation itself doesn't impact performance as much as the skeleton? I mean I know a complex skeleton isn't good, I just thought the animations themselves would also be something to consider.
So to be clear, a longer or more dense animation will use more memory, indeed. But since only bone transforms are stored, and not vertex positions for every frame (difference between alembic and skeletal anim), even a fairly long sequence with a lot of bones will end up using little amount of memory. The expensive part is…
Hey all, So for game design, specifically, I've heard people say that the number of keyframes in an animation will affect performance but do they really mean the number of keyframes or do they mean the total number of frames in an animation; IE its duration? For example, would a 30 frame animation with a keyframe every…
The animation is just a list of vectors. Imagine like three vectors (position and rotation and scale) per bone per key. Even if you write this into a text file, it won't be heavy, even if its long. Its really just a few mbs of memory or usually much less. The problem with skeletal meshes is that the bone update is…
Thanks for the reply... Okay, so I see that it's not a simple 1 answer for every situation... So generally fewer keyframes would be less memory expensive but the total number of frames in a file, you don't think would affect performance. If for example, I have an animation that is 5000 frames long and only 1 keyframe every…