An idle looping animation: Should it be 1 frame long?

Suppose there is an looping idle animation with only 1 pose (e.g: weapon idle pose) and it is imported from Blender (having keyframes in every frame), which one is the most optimized?

  • Simply export the animation from Blender with a length of few seconds, resulting having lots of keyframes for the same pose
    image

  • Export the animation with a length of 1 keyframe

  • 2 keyframes at the start and the end (requires manual edit in animation editor)

Currently I am using the first approach. I know the difference in performance should be very insignificant but I would still like to know which one performs the best.

I am considering to switch to the second method, however since the animation only has one frame, will there be any significant performance issues if the animation engine has to loop the animation on every frame?

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I don’t think there’s gonna be any performance issues in any of them if you preload all the animations when player joins.

But maybe you should do the second method, even if doesn’t give performance issues, it’s always better to have the animation simple if you someday want to edit it on the roblox animator.

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Most likely the simpler one, the second one. I don’t think any of these methods have a huge impact on performance anyway.

The second one. If you just have a singular pose, then you don’t need to have it play out for any length.

I think I understand the logic you’re using here, or atleast I assume:
If you have just a singular pose, it will keep updating, while if you have an animation loop that spans across a few keyframes, it will have a far smaller update rate.

While I don’t think it matters and that second is the most optimised one, it’d benefit to look into the API and documentation.

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