These are a series of R&D experiments where I explored different pipelines for integrating animations in real-time workflows using Reality Composer.
I tested techniques such as glitch effects, vertex animation, skinning, and various deformation systems, always aiming to find the most efficient and optimal solution for each specific case (avoiding Alembics for example), both visually and technically.
The goal was to compare workflows, evaluate performance costs, and better understand which approach works best depending on the animation type and project needs.