Object level animation compression.
Object level animation controls the compression levels for the animation matrices. "Object level" means
that the animation in question is the matrix channel.
The matrix channel provides uniform rigid translations and orientations to the whole object, for
each object in the scene.
Therefore, the first slider controls the compression level for the translation channel, while the
second one controls the compression level for the orientation channel.
Vertex level animation compression.
Vertex level animation is a secondary animation channel: it controls motion for each vertex in each
object. At this level, each vertex is associated with its own motion path. Therefore, objects containing
vertex level animations are usually much bigger than those containing only plain object level animations.
This tab contains a check box called Optimize. If the optimize option
is set, the Designer will try to export the minimum vertex level animation information required to
run the current presentation.
The Optimize option is particularly effective when the animations in
the presentation are controlled by Animation "jump to" actions.
This option should
not be selected when the Vertex Compression slider (just below the Optimize
checkbox) is set to a value lower than 100%.
Audio compression.
The slider controls the compression amount for the digital sound (WAVE files). MIDI files are not
affected by this setting. The sample frequency or stereo/mono setting will not be changed by the compression
setting. So if the sample is a 44.1KHz stereo sample, then it will still be a 44.1KHz stereo sample,
after the compression. The sample will only get more and more distorted the higher the compression
level, while the size of the sample will decrease.
Mesh compression.
The mesh compression tab contains a set of combo boxes. These are used to set the compression level
for the meshes contained in the presentation. Since it is a geometric compression, it does not reduce
the number of polygons in the mesh, only the geometric precision of the objects.
The mesh compression algorithm is not lossy in any other respect than that it can lose precision
of the objects' geometry data.
Losing precision of the geometry can generate small visual artifacts on some objects when high compression
is used. If that should occur, try using a lower compression for the mesh. However, the High
setting works for the majority of objects.