Doc tweaks.

This commit is contained in:
Par Winzell 2017-10-21 10:17:35 -07:00
parent 18678c685b
commit 81c73171be
1 changed files with 21 additions and 15 deletions

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@ -119,7 +119,7 @@ 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 may be plausible. Contributions welcome.)*
*(MinGW support is plausible. 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
@ -132,29 +132,35 @@ with the generation of the descriptive `JSON` that forms the core of glTF, along
with binary buffers that hold geometry and animations (and optionally also
emedded resources such as textures.)
In the process, each node and mesh in the FBX is ripped apart into a long list
of surfaces and associated triangles, with a material assigned to each one. A
similar process happens in reverse when we construct meshes and materials that
conform to the expectations of the glTF format.
In the process, each mesh is ripped apart into a long list of triangles and
their associated vertices, with a material assigned to each one. A similar
process happens in reverse when we construct meshes and materials that conform
to the expectations of the glTF format.
### Animations
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.
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
record that fact in the output.
This method has the benefit of being simple and precise. It has the drawback of
creating potentially very large files. The more complex the animation rig, the
less avoidable this situation is.
(*Blend Shapes* are not currently supported, but are
[high on the TODO list](https://github.com/facebookincubator/FBX2glTF/issues/17).)
There are two future enhancements we hope to see for animations:
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
animation rig, the less avoidable this data explosion is.
There are three future enhancements we hope to see for animations:
- Version 2.0 of glTF brought us support for expressing quadratic animation
curves, where previously we had only had linear. Not coincidentally, quadratic
splines are one of the key ways animations are expressed inside the FBX. When
we find such a curve, it would be more efficient to output it without baking
it into a long sequence of linear approximations.
- Perhaps more useful in practice is the idea of compressing animation curves
- 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.
- 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
preceding values. If Draco extends its support for animations (it's on their