|
|
|
|
|
by CyberDildonics
3559 days ago
|
|
> precomputing stuff Correct. In this context it means turning the geometry into frame by frame mesh data so that your animation isn't dependent on anything like bones, cloth simulation, muscle/skin simulation, soft or rigid body dynamics, inverse kinematics in the rig, expressions on the bones of the rig etc. Not only does it break dependencies, but it is also easier to get that geometry into another part of the pipeline like effects, lighting and even compositing. |
|