The main thing to consider with increasing number of bones is how much will your animation data increase. Bones by themselves aren't really that expensive, but with large animation sets your animation data can really increase quite a lot. Basically if you have a character with 80 bones and 100 animations each with an…
Ok I have at least a workflow now. I'm working now with separate fingers but be able to export only 1 finger + thumb if needed. I don't need any complex finger animations so animating them shouldn't cost that much extra time. Unity seems to have some strange animation handling anyway. I can apply a animations with…
The memory required for animation is the biggest concern. An average character with simple "mitten" hands has about 30 bones. Adding fully articulate fingers adds an additional 30 bones, doubling your bone count. But it doesn't end there. Another big concern is animation accuracy/sampling rate. Once you add fingers, you…
From what I understand you can often pick up a lot more bones if you downgrade the number of bones that influence verts. If you take a step down from 4 to 3 or even 2 you MIGHT probably make up for the difference but it depends on so much... You're better off gathering a few methods and running some tests. As for the…