README update for blend shapes.

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Par Winzell 2017-11-04 23:52:39 -07:00
parent 39cb6bd789
commit 43a6e23a74
1 changed files with 7 additions and 6 deletions

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@ -143,14 +143,15 @@ process happens in reverse when we construct meshes and materials that conform
to the expectations of the glTF format.
### Animations
Every skinned animation in the FBX file becomes an animation in the glTF file.
The method used is one of "baking": we step through the interval of time spanned
by the animation, keyframe by keyframe, calculate the local transform of each
node,and whenever we find any node that's rotated, translated or scaled, we
Every animation in the FBX file becomes an animation in the glTF file. The
method used is one of "baking": we step through the interval of time spanned by
the animation, keyframe by keyframe, calculate the local transform of each
node, and whenever we find any node that's rotated, translated or scaled, we
record that fact in the output.
(*Blend Shapes* are not currently supported, but are
[high on the TODO list](https://github.com/facebookincubator/FBX2glTF/issues/17).)
Beyond skeleton-based animation, *Blend Shapes* are also supported; they are
read from the FBX file on a per-mesh basis, and animations can them by varying
the weights associated with each one.
The baking method has the benefit of being simple and precise. It has the
drawback of creating potentially very large files. The more complex the