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The cheapest way to transfer vertex animation to a game engine

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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 Set2 • Position Z • 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