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Hard surface animatoin: Import or do it in Unity for better performance?

Discussion in 'Animation' started by Shack_Man, Nov 8, 2021.

  1. Shack_Man

    Shack_Man

    Joined:
    Jun 7, 2017
    Posts:
    372
    I want to animate hard surface stuff in Unity, so multiple objects might be moving and rotating, but all the vertices of each object move together.

    Option A: Animate in Blender and export the object with the animation. I would use bones, as this allows me for a lot more control while creating the animations (e.g. bone constraints), and a much better UI for that stuff in general.

    Option B: Do the animations in Unity. I would simply import the objects and animate them, e.g. using keyframes for their transforms, no bones needed.



    Do I understand that correctly that option A would be a lot more cost intensive because it is essentially a normal (organic) animation, where every vertex of every object is moved every frame?

    Just checking if I understand the underlying process correctly before doing some testing.

    Thank you!