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  • How performance heavy is Spine?

So i have made a mesh for my Spine project and i have over 600 vertices on it, how worried should i be about performance compared to not having a mesh?

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Erikari yazdı

Hi MadPropz101, you might enjoy reading: Metrics - Spine User Guide: Performance
What I understood as an artist is that 600-800 vertices: still fine, but deform keys on meshes: very very bad.
But Nate explains it better: Editor frame rate performance issues

What exactly do you mean by deform keys on meshes? I have a bunch of vertices on an attachment which i then assign a weight to and move them with bones. Like if my character has a tail mesh i assign a couple of bones instead of one so that i can move (usually just rotate) different parts of the tail if necessary.

Moving vertices around using weights and bones is good. Setting a deform key (meaning moving vertices around by moving each individual vertex) is less good (at runtime, doesn't matter if you export images/video) if your mesh has many vertices, because each key stores the entire mesh (I'm simplifying things a little). Having many deform keys can take up a lot of memory at runtime.

Note that if your mesh doesn't have many vertices and/or you don't set many deform keys, it's OK to use deform keys. For the majority of mesh manipulation, using bone weights is better, both for memory/performance and that it's generally easier for an animator to control.

Nate yazdı

Moving vertices around using weights and bones is good. Setting a deform key (meaning moving vertices around by moving each individual vertex) is less good (at runtime, doesn't matter if you export images/video) if your mesh has many vertices, because each key stores the entire mesh (I'm simplifying things a little). Having many deform keys can take up a lot of memory at runtime.

Note that if your mesh doesn't have many vertices and/or you don't set many deform keys, it's OK to use deform keys. For the majority of mesh manipulation, using bone weights is better, both for memory/performance and that it's generally easier for an animator to control.

Oh ok, thanks a lot!