Skeletal animation is the most common way to animate a 3D character: Transformations are applied to a set of bones (skeleton), which is then used to deform the mesh (skin) of the character. When using key frame animations the bone transforms need to be stored at certain key times. Depending on the complexity of the character and the length of the animation, the required amount of data can become quite large. Let’s see what we can do to reduce the amount of data.
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