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Question by Fepalito · Feb 05, 2018 at 08:31 AM · performanceanimationsperformance optimizationblender animation

Multiple Animation Variations

So my question is a bit dumb... Multiples animation in a same mesh(not at same time) will have performance impact? Like I have a enemy then I make 300 animation to it like: Fire Death, Poison Death, Sword Sliced, Walk, Walk02, etc... if i have all this in a same Blender file will have a impact on performance or only will have if is active? (and sorry for English)

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Answer by Zodiarc · Feb 05, 2018 at 10:15 AM

I'm not that good at determining performance but if you look at current AAA games, how much animation they have going on at the same time, I don't think there should be a problem. Of course the more animations you have, the more RAM it will need to have them ready if they're needed but it shouldn't be a performance impact.

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avatar image Fepalito · Feb 05, 2018 at 01:42 PM 0
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So if I have 2 enemys prefab one with 30 animations and only use like 5 animations from this 30 will use more Ram then outher that only have this 5 animations? Becaus I want to make a evolution Enemy that will "upgrade" ever X levels and I want to keep and discard some animations so is better like $$anonymous$$eat500 say to import separatly? And another question if both as the same impact (or a little difference) you know if animations is too hevy Ram impacts? Becaus my game is $$anonymous$$obile and I want to make much animations to it (like if is essence of the game) and I don't know how "Heavy" will be this little things in multiples scales.

Thank you for the reply I really appreciate.

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Answer by meat5000 · Feb 05, 2018 at 11:04 AM

Given that Mecanim can actually retarget animations it doesnt seem to be an issue. You can import the models and animations separately if you wanted. Size is only consideration. If lots of different models have the same animations it be better to import them separately rather than repeating the information in many models' imports.

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avatar image Fepalito · Feb 05, 2018 at 01:52 PM 0
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That is a good solution for some my models I'm new to animations and $$anonymous$$ecanim but I'm more worried about the animation count impact with that I will know if I have freedom to make multiples animation without cause Heavy impact Like I said to Zodiarc I want my game have alot of animations for the game and is to mobile. And you know if I can make a only single blender file for all my stufs? Like every variation of the enemy and they armor in only one eskeleton/animator so then I import all in one and then I separety in the unity make prefab only with the variations and armor That i want to make a prefab of that? Or I will have trouble

And thank you for the answerI really appreciate.

avatar image meat5000 ♦ Fepalito · Feb 06, 2018 at 08:08 AM 0
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Rather than keyfra$$anonymous$$g each variation it is probably better to achieve things through mixing etc $$anonymous$$ore actions will make a file a lot larger and increase internal access times on a small scale. It is better to produce extra animations which have limited Bones. For example, a trigger finger should not include anything but the finger. This means that ins$$anonymous$$d of requiring separate animations for every action, you can mix states together to achieve the same thing. Its better to have a bigger or more complicated will mixed state-machine than having more Actions/$$anonymous$$otions.

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Answer by theANMATOR2b · Feb 06, 2018 at 02:14 AM

300 separate animations all available for one character on a mobile platform? I think that might be too much, but the only way to be certain is to test it out.

Also look into animation run-time loading through asset bundles.

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