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. to the expectations of the glTF format.
### Animations ### Animations
Every skinned animation in the FBX file becomes an animation in the glTF file. Every animation in the FBX file becomes an animation in the glTF file. The
The method used is one of "baking": we step through the interval of time spanned method used is one of "baking": we step through the interval of time spanned by
by the animation, keyframe by keyframe, calculate the local transform of each 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 node, and whenever we find any node that's rotated, translated or scaled, we
record that fact in the output. record that fact in the output.
(*Blend Shapes* are not currently supported, but are Beyond skeleton-based animation, *Blend Shapes* are also supported; they are
[high on the TODO list](https://github.com/facebookincubator/FBX2glTF/issues/17).) 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 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 drawback of creating potentially very large files. The more complex the