Hey guys,
Just had some quick questions for anyone who's had experience with the Ios. We are starting the process of porting our title over, but I was wondering about bone counts for rigs. I am seeing that Unity, and a few people online "recommend" around 30 bones. Currently our title has characters ranging from 80+ on up. I know this is too big, but what are people getting away with on these devices. We are looking at an Ipad and possibly an Iphone4 release. Any help/info would be greatly appreciated. Thanks in advance!
Replies
There are normally 16-20 bones per hand in the rigs I make, that's a huge savings if you can bring that number down. You can merge a few fingers together and control them with one chain of bones instead of separate chains. Removing twist bones and spine bones would probably be next.
If you're using biped it would be very easy to transfer existing animation from the dense rig to the lower using motion mixer.
Depending on how the face animates you might be able to get away with using only one set of bones for both pairs of eyelids? You would lose independent eyelid animation but you would still be able to blink.
If all the eyelids are doing is blinking, you might be able to handle that with a simple animated material. If you edit the mip-maps for the material you might be able to just use the same material and cycle through the mip map levels.
a big performance hit ( for us at least) is messy skinning, minimizing the number of bones influencing a triangle ( that's the total number affecting all 3 of its verts) makes a big difference to what gets shoved through the various tiny little pipes in an iphone.
I will be playing with it to see what brings about the best results.