Reference http://www.azure.com.cn/article.asp? Id = 430
I implemented it in my own 3 DMAX exporter.
It should have been optimized before.
So the results are not as high as 10 times as azure does.
My test data can be reduced by an average of 1/3.
Of course, it is the data obtained on the premise of ensuring the animation quality.
This is a big optimization.
Because 3dmax implements a lot of controler, such as TCB and bezeiser, And ogre only has simple linear interpolate.
Therefore, in 3 DMAX exporter, we can only honestly sample data at a certain frequency, which leads to a large number of key frames.
Reducing skeleton data can significantly increase FPS
Therefore, it is necessary to use a series of methods to prioritize the data, and optimize the data from the exporter layer, such as the mesh vertex cache, which is very comfortable for the app layer.
It is also worth mentioning that
When we were doing avatar, all mesh had a set of bones we used. If the FPS was about 200
Later, only one complete skeleton is exported, and then sharesskeletoninstance is used, and the FPS is almost doubled.