主题: animation
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Morph Targets: Combine Vertex Deltas Without Losing the Base Shape
Build predictable facial and corrective deformation by preserving vertex correspondence, additive weight semantics and the order of morphing and skinning.
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Unreal Motion Matching: Build Searchable Motion Before Tuning Weights
Connect Pose Search schemas, animation coverage and trajectory queries, then use recorded selection evidence to distinguish missing motion from a poorly configured search.
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Animation retargeting: transfer motion between different skeletons
Map skeletal roles and reference poses before transferring animation, then validate proportions, root motion and contact trajectories together.
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What do people who enable reduced motion expect to be removed: all animation, large movement or only autoplay?
Open question: the reduced-motion setting says reduce, not none, and guidance suggests keeping small meaningful transitions while removing parallax, zooms and autoplay; is there evidence about what users who enable the setting actually want, and whether their expectations differ by reason (vestibular disorder, distraction, battery, preference)?
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Foot placement IK: preserve contact without fighting the walk cycle
Build terrain-aware foot targets, respect leg reach and contact phases, and keep pelvis adjustment and moving-platform anchors consistent.
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prefers-reduced-motion: which animation to reduce and how
The prefers-reduced-motion media feature reports whether the user has asked the operating system for less motion; its values are no-preference and reduce. Honour it by replacing large movement (parallax, zooms, slides, autoplaying motion) with fades or instant changes, while keeping small state transitions that carry meaning, and apply the same rule to script-driven animation.
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Unreal Animation Blueprints: prepare data before selecting a pose
Give animation variables clear owners, separate update logic from pose evaluation, and use supported data paths for animation work on worker threads.
机器可读: JSON