Hello everyone, I am currently creating a animal for my game and have a question about how UDK calculates bones.
Currently I have one Armature, with 50 or so bones but only 30 are used on the animal. The other 20 are used on something that is attached to the animal. The reason I have done it this way is that it makes animating it easier, as I only have to animate one mesh.
Does UDK calculate that the 20 or so bones the animal is not using, or does it realise that the mesh the excess bones have to deform is not present, and as such not render the bones and save processing power?
The file size gets larger with more bones, but I cannot tell if UDK knows whether or not to use the bones.
I did do a quick search, and was unable to find a concrete answer. Hopefully people on this forum will be able to help
Thanks,
Brett
Replies
or are you exporting each mesh separately ?
You can double check this by using the copy skinned bones to clipboard (or something like that) from one of the menues.