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BVH animation performance on iOS devices?
Has anyone here tested BVH(motion capture) animation inside of an iOS unity app(using multiple actors preferably)?
I've heard that there can be a sizable performance hit, and to stick with traditionally animated skeletons(20 bones or less) for realtime animation on iOS devices. Does anyone have any insight they can offer, experiences with this preferably?
I'm sure it'll work... I mean, you export the file with the animation, as and FBX, it just saves that animation... I doubt Unity will be able to decide whether or not the animation was done with BVH or key frames. Just what I think.
Answer by Peter G · Jan 09, 2011 at 03:52 AM
Unity won't know how you created your animations as long as you bake your BVH into bone-based keyframe animations and export them as a file format Unity can read.
Your biggest problem will be your meshes themselves. Using too many bones is a big performance hit and that is really what you want to watch out for. You might want to go through your animations after you capture them and simplify them (Do you really need each finger etc?)
Unity has keyframe reduction in the import settings that will also help optimize your animations.
I would like to use "Rigify to Unity" with the main character which has 6184 faces. How well is this likely to perform on iOS? Only the main character will have bones.