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Is here a performance problem when using Animation with Joints in UNITY?

Discussion in 'Animation' started by wandern3D, Apr 21, 2014.

  1. wandern3D

    wandern3D

    Joined:
    Oct 13, 2013
    Posts:
    64
    Hi,
    the title says what I am asking. I made an object and make joint animation in MAYA. For this object with about 900 faces I made about 875 Joints. Imported in UNITY looks good and it works.

    A few questions:
    1) How much joints should I maximal take in a UNITY project?

    2) How much objects with joint animation can play at the same time? Can somebody give me a tip how much I should use maximal?

    3) Is Joint animation a good think for UNITY or should i go learn another way to work with UNITY and animations?

    I tested this with UNITY 3.5.7 free Version.
     
  2. OllyNicholson

    OllyNicholson

    Unity Technologies

    Joined:
    Jun 17, 2011
    Posts:
    142
    875 joints is quite a lot for one object, but I don't believe there is a maximum per se. It is hard to ascertain what you are doing exactly but it might be more performant to use particles in Unity if you are concerned about performance. If you want people to help further it would be useful to explain what you are animating.
     
  3. wandern3D

    wandern3D

    Joined:
    Oct 13, 2013
    Posts:
    64
    I wanna animate via joints:

    1) flags
    2) eg. a mushroom which goes bigger in a second and then smaler

    All objects that are organic

    I don't know if this is a good way to do in UNITY.