Minor README tweaks.
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@ -124,7 +124,8 @@ As part of this process, you will be asked to choose which generator
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to use. **At present, only Visual Studio 2017 is supported.** Older
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versions of the IDE are unlikely to successfully build the tool.
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*(MinGW support is plausible. Contributions welcome.)*
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*(MinGW support is plausible. The difficulty is linking statically against the
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FBX SDK .lib file. Contributions welcome.)*
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Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is
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entirely ignored here; it is when you open the generated solution that
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@ -150,7 +151,7 @@ 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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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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read from the FBX file on a per-mesh basis, and clips can use 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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@ -165,7 +166,8 @@ There are three future enhancements we hope to see for animations:
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it into a long sequence of linear approximations.
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- We do not yet ever generate
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[sparse accessors](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#sparse-accessors),
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but many animations would benefit from this storage optimisation.
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but many animations (especially morph targets) would benefit from this
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storage optimisation.
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- Perhaps most useful in practice is the idea of compressing animation curves
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the same way we use Draco to compress meshes (see below). Like geometry,
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animations are highly redundant — each new value is highly predictable from
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