diff --git a/README.md b/README.md index 0a35c71..60e6c98 100644 --- a/README.md +++ b/README.md @@ -124,7 +124,8 @@ As part of this process, you will be asked to choose which generator to use. **At present, only Visual Studio 2017 is supported.** Older versions of the IDE are unlikely to successfully build the tool. -*(MinGW support is plausible. Contributions welcome.)* +*(MinGW support is plausible. The difficulty is linking statically against the +FBX SDK .lib file. Contributions welcome.)* Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is entirely ignored here; it is when you open the generated solution that @@ -150,7 +151,7 @@ node, and whenever we find any node that's rotated, translated or scaled, we record that fact in the output. 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 +read from the FBX file on a per-mesh basis, and clips can use them by varying the weights associated with each one. The baking method has the benefit of being simple and precise. It has the @@ -165,7 +166,8 @@ There are three future enhancements we hope to see for animations: it into a long sequence of linear approximations. - We do not yet ever generate [sparse accessors](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#sparse-accessors), - but many animations would benefit from this storage optimisation. + but many animations (especially morph targets) would benefit from this + storage optimisation. - Perhaps most useful in practice is the idea of compressing animation curves the same way we use Draco to compress meshes (see below). Like geometry, animations are highly redundant — each new value is highly predictable from