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Let's talk about animation quality


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And I think we can conclude that although we can sometimes get away with displaying animation at lower sampling frequencies than 60 Hz without much perceptual difference, if we really want to hit the motion quality shown above, and also in terms of storage and processing, 60 Hz is already kind of the minimum we should be aiming for if we want to preserve the temporal information in the data - and that if you are planning on doing any kind of real signal processing on your data (such as frequency transformations, low-pass filters, or even extraction of velocities, accelerations, or torques) you should try to aim for higher resolution if you can. So to summarize: if we want to produce animation with the quality shown at the beginning of this article, 60 Hz is really the minimum frequency we should be dealing with when it comes to the temporal resolution, and we need numerical accuracy of at least five or six decimal places on our local joint rotations. 1) I've skinned a simple character (to the best of my limited abilities) to the skeleton used in Ubisoft's ZeroEGGS dataset to provide a clean and clear way to evaluate overall motion quality including fingers, toes, hand and feet contacts.

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Animation Quality