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Question by BryceK · Jun 15, 2012 at 10:07 AM · animationmeshrenderskin

Animations without a skinned mesh renderer?

Ok so im busy with some classmates making a small unity game for iphone. At this moment we want the max of the max optimalisation with our 3D models. Now We got a couple of models that are below 290 Triangles and 250 Vertices and they alle batch so when we add like 100 models to the scene its 1 draw call and 100 batches. Now we already did all the optimalisation in the FBX importer and within the models it self and use a 1 big texture map for all the models, But when we animate one of our characters (that is normaly 1 draw call and 5 batched, the batched ones is the character model + his equipment) the charachter is 3 draw calls and 4 batced. Which will mean that only his equipement still batches but not the character model anymore. Now after removing the Skinned mesh renderer it goes down to 2 draw calls ( one for the body and 1 basic draw call ).

So thats why my question is, is there a way to animate a character without bones that wouldnt take a skinned mesh renderer in unity and stays on its 1 draw call so the body gets batched again?

I saw something about vertic animations but don't know if that will work... doesn't it make it more heavy to calculate all the vertecs separatly? if any knows this aswell happy to hear it :)

thx in advance :)

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