Def, org, tweakers introduce a lot of volume. Plus face bones are 600 already. Jiggly bones for hair and a spirit tail. Some armor movement automation, with limit distance bones. Some cloth correction bones. Logically, not that much, but it is what it is.
Def, org, tweakers introduce a lot of volume. Plus face bones are 600 already. Jiggly bones for hair and a spirit tail. Some armor movement automation, with limit distance bones. Some cloth correction bones. Logically, not that much, but it is what it is.
In my case its 650, after that - lag. My current project has 3000 bones total. Separation is the only answer, but i never seen anyone do or work with that
In my case its 650, after that - lag. My current project has 3000 bones total. Separation is the only answer, but i never seen anyone do or work with that
Transform bones are more convenient, since you can mirror them without the hustle that drivers introduce.
Transform bones are more convenient, since you can mirror them without the hustle that drivers introduce.
Could you share some insights?
Could you share some insights?
Not familiar with geonodes.
Not familiar with geonodes.