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Resample and optimize imported animation curves (similar to Unity's built-in FBX importer) #663

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kodra-dev opened this issue Dec 20, 2023 · 1 comment
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animation feature/bug related to animation support enhancement New feature or request import Import of glTF files

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@kodra-dev
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Is your feature request related to a problem? Please describe.
Unity's built-in FBX has options to resample imported animation curves, which reduces the amount of keyframes by a lot.

The sample animation as .fbx:
Screenshot 2023-12-20 180554

And as .glb:
Screenshot 2023-12-20 180545

See the huge difference in the number of keyframes.

Describe the solution you'd like
Something similar to Unity's FBX importer settings:
Screenshot 2023-12-20 180648

Describe alternatives you've considered
Uh... using FBX instead...?

@kodra-dev kodra-dev added the enhancement New feature or request label Dec 20, 2023
@atteneder atteneder added animation feature/bug related to animation support import Import of glTF files labels Aug 9, 2024
@atteneder
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Thanks for the suggestion.

Although I see the value in this feature request, I don't think glTFast should put effort into fixing corrupt or sub-optimal input data (at least before other more essential features are implemented first).

The FBX feature cannot be easily re-used, as it stems from the FBX SDK itself.

I suggest to use other third party tooling to optimize the animation clips.

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Labels
animation feature/bug related to animation support enhancement New feature or request import Import of glTF files
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