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