- Home /
Answer by runevision · Mar 18, 2010 at 09:51 AM
So in both cases you are talking about using an AnimationClip to rotate the object. As for the animation itself, it should make no difference whether it is animating a skinned or a non-skinned object.
So the only difference is whether it is faster to use a skinned mesh or a non-skinned mesh, and I'm pretty sure the non-skinned mesh is faster, all other things being equal.
However, things will look different if you use a single skinned mesh to make multiple objects with their own individual rotations. If you need multiple rotated objects and you can make many of them as one skinned mesh instead of as multiple non-skinned meshes, then the single skinned mesh should be faster, since you can have fewer draw calls that way. As far as I know, Zombieville USA used that tricks to have pretty much everything on the screen be a single draw call in total.
I know this is old... and i'm asking Rune about his answer: are you talking about instancing a single skinned mesh into multiple copies? Sorry I'm not following, and it is of some import to my task at hand.
No, I'm talking about having a single skinned mesh that encompasses multiple visible objects. So they are in fact one object technically, but look like they are multiple objects.
Your answer
Follow this Question
Related Questions
wrong rotation in animation per script 0 Answers
Blender Animations with Different Starting Rotations 0 Answers
How to morph and animate a sprite/mesh in Unity 0 Answers
Evaluating Animation Curves in Full 0 Answers