Open kodra-dev opened 11 months ago
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.
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:
And as .glb:
See the huge difference in the number of keyframes.
Describe the solution you'd like Something similar to Unity's FBX importer settings:
Describe alternatives you've considered Uh... using FBX instead...?