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Memory Efficiency: Bringing in rigged char with rigged clothes or separating clothes with baked anim?
Which is more efficient from a memory perspective?
1) Bring in IK rigged bipedal. Keep various animated clothing geometry attached to rig on import to Unity, turn on/off clothing pieces as needed.
2) Bring in IK rigged bipedal. Separate, and import animated geometry seperately into Unity, bake animation on import. Load/instantiate clothing geometry when needed from resources, connect clothing geometry to IK rigged character using Unity transform.position.
It seems to me that Option 1 is more memory intensive because we are bringing in a huge FBX file with all geometry attached at run-time, rigged, and animated.
Option 2 seems like more of a hassle, but less memory intensive because for one, the clothing won't have bones calculations (baked animation), and we can load the different articles of clothing when needed (not all clothing at once).
Agree? Disagree? Counter points?
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