The cheapest way to transfer vertex animation to a game engine
RND for project Origin
Car swallowed by forest

Infected weapon
The animation is baked into two UV sets. The cheapest way to transfer vertex animation to a game engine. The model size increases by just 4 bytes per vertex. This will work on any platform. There is no need to use full-precision UVs.
UV Set1
• Position X
• Position Y
UV Set1
• Position X
• Position Y
UV Set2
• Position Z
• Weight
• Weight
1. Half - precision (FP16, 16-bit float)
• 1 bit — sign
• 5 bit — exponent
• 10 bit — mantissa
2. Single (full) - precision (FP32, 32-bit float)
• 1 bit — sign
• 8 bit — exponent
• 23 bit — mantissa