• Off-topic
  • a suggest about export

when I export data,
then I find there are a large number of redundant information.

and most of them can be merge.

Why don't you to optimize them? 🙂

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  • Изменено

Like what?

for example :

"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.1, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.2, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.2666, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.4666, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.7, "x": 0, "y": 0 }
]

be equivalent to:
"translate": [
{ "time": 0, "x": 0, "y": 0, "curve": "stepped" },
{ "time": 0.7, "x": 0, "y": 0 }
]

"rotate": [
{ "time": 0, "angle": 0, "curve": "stepped" },
{ "time": 0.1666, "angle": 0, "curve": "stepped" },
{ "time": 0.2666, "angle": 0, "curve": "stepped" },
{ "time": 0.5, "angle": 0 },
{ "time": 0.6666, "angle": -3.26 },
{ "time": 0.8333, "angle": 0.68 },
{ "time": 0.9333, "angle": 0 }
]

be equivalent to:

"rotate": [
{ "time": 0, "angle": 0, "curve": "stepped" },
{ "time": 0.5, "angle": 0 },
{ "time": 0.6666, "angle": -3.26 },
{ "time": 0.8333, "angle": 0.68 },
{ "time": 0.9333, "angle": 0 }
]

A lot of useless information, they have taken a toll on efficiency and make the data is very large

I am a programmer.
So I pay attention to the efficiency problem.

But the fine arts are hardly noticed it, how do they come how convenient.

for example:
They often copy the entire frame to the next frame for convenience.
and then, they only change what they need key.
It was this operation that brought a lot of useless information 🙁

Even if they carefully,It is also hard to avoid some useless information.

Compared with the artificial, procedural optimization more easily and more meaningful . 😃

True. Damned artist, always making a mess of things. Well, I think the task linked above covers it.

Haha! Hey, copying a whole pose from one point in the timeline is a very useful feature for making the character stop moving for a bit in an animation, or making the character return to a certain pose, like in a loop or for transition animations.

What's needed is a convenient way to clean up the timelines. (and also a convenient way to copy a whole pose from one point in the timeline. regular copy-paste on a summary key doesn't work when not all the bones have keys.)

And also filtering out transform channels. XD