Project Detail
Compression infrastructure built for reuse
SKAC converts animation into smaller .skac assets through quaternion encoding, translation quantization, bit-level packing, and general-purpose compression, directly reducing game installation, patching, network distribution, and long-term storage costs. At runtime it can decompress animation in as little as 0.02 ms per frame, while some clips can be reduced to roughly 4–6% of their original size.
I designed two execution paths for different production scenarios. Playback on the same character uses low-overhead direct decoding, while cross-character playback uses precompiled Profiles to retarget one compressed animation to different target skeletons in realtime.
Cross-character reuse removes the need to store a complete duplicate animation library for every character. In games, digital-human systems, and virtual-production projects with large casts, this can significantly expand the useful range of each animation asset.
The native C++ decoding core exposes a stable C ABI and supports shared read-only Decoders across multiple character instances, reusable pose buffers, and integration with Unity and Unreal, providing a foundation for large-scale runtime playback and adoption in existing projects.
Its commercial value is the ability to carry more animation within smaller storage, distribution, and content budgets while reducing duplicate production and maintenance across characters, allowing animation compression to become reusable engine middleware.