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Advances in both graphics hardware and scanning technology have allowed for retrieving and rendering complex 3D models with thousands of vertices. With the recent popularity gain of interactive web applications, the data size is beginning to be the tightest bottleneck, especially for detailed 3D animations. The MPEG-4 standard was recently supplemented with an algorithm for compression of dynamic triangle meshes called Frame-based Animated Mesh Compression, which is considered the state of the art in this area. We have thoroughly analysed the algorithm and identified some weak spots and unclarities. In this paper, we present several improvements and optimisations, which attempt to resolve the problems we found. These changes result in combined performance gain of up to 32 percent on tested datasets.