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Hey, It turns out skeletal animation takes big chunk of time from every frame since all transformations for each bone has to be calculated. The idea of baked animation is simple, let's say you have an Idle animation of 30 FPS and for each frame you will calculate and save all the transformations for bones in either a JSON/RAM and use those to play animation. This will cut down the overhead of computing those for every frame.
Hey, It turns out skeletal animation takes big chunk of time from every frame since all transformations for each bone has to be calculated. The idea of baked animation is simple, let's say you have an Idle animation of 30 FPS and for each frame you will calculate and save all the transformations for bones in either a JSON/RAM and use those to play animation. This will cut down the overhead of computing those for every frame.
Many modern engines support it. here's a unity thread... https://answers.unity.com/questions/1353202/baked-animations-what-does-it-mean-for-unity.html
Thanks.
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