Animations, keyframes, and performance

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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DrPain
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Animations, keyframes, and performance

Post by DrPain »

Does having a key per frame affect Ogre's animation performance?
In other words, is it better to have fewer keys, causing more interpolation, or have more keys, or it doesn't matter?
sgrgc
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Post by sgrgc »

i think there must not be a big difference
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sinbad
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Post by sinbad »

No real runtime performance difference, just bigger memory usage for more keys. Really you should use as few keys as you can. Animation::optimise helps you here.
sgrgc
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Post by sgrgc »

i have to study more :oops:
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DrPain
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Post by DrPain »

sinbad wrote:Animation::optimise helps you here.
Ah, good tip! I wasn't aware of that function. Thanks.
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Post by sinbad »

I wrote this method specifically to make it simpler to make exporters which sampled IK animation at fixed intervals, which can introduce unnecessary keyframes and static tracks if done across the board. Of course, this wasn't entirely altruistic since I was writing such an exporter at the time (XSI) ;)
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