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Blender Models, Animation and Draw Calls
I'm trying to make a game where I have a bunch of bugs flying around. I modelled up a simple bug in Blender, loaded it into Unity, then duplicated it a bunch of times and it seemed to batch fine.
Then I added in a simple flapping wing animation to the bug from inside blender and I noticed that the bugs no longer seemed to batch. I then removed the animation from the Blender file with the intent of controlling the wings bones and code, but the draw calls kept going up.
Then I tried setting it so that the animations weren't imported into Unity, and that fixed the draw calls, but I could no longer controls the models with the bones.
That brings me to my question - is there anyway to get this animation working in blender without bumping up the draw calls with every instance of a bug?
I know I can do it as 2D sprites if I really need to, but I would prefer to do it in 3D if at all possible
This is my first unity project so any hints or tips would be greatly appreciated :)
Cheers, Sev
Answer by Jessy · May 03, 2011 at 01:07 PM
Skinned meshes will not batch. You've got two options I can think of:
- Put all the bugs in the same mesh, with a set of bones for each.
- If the wings are only rigidly deformed, you can export the animation, but use parenting instead of skinning.
Or, just see how the performance is without batching.
Thanks Jessy - Both solutions seemed to work.
I ended up using a similar but different technique. Basically, I created a new mesh of just one wing, then putting two of them into a prefab with a body. That seemed to keep the draw calls down to a $$anonymous$$imum
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