Just a quick question here that I haven’t been able to find a solid answer for:
Is there a maximum number of joints that can influence a vertex on a skinned mesh?
I have heard that Unity has a 4 bone limit, so that no vertex can be influenced by more than 4 bones.
Is that the case for Unreal Engine 4? I hope not, because this is the future right?
Thanks for the extra tip…I figured as much.
As a side note, is there any hard limit on the number of blendshapes/morphtargets a mesh can have? We are hoping for 50/60. Not worried about mobile platforms…nobody plays games on mobile devices…that would be crazy
As you might quess from my questions, I am really trying to push the limits here…failure is immanent.
sorry to bring an old thread back to life, but looks like unity unlocked their influence limit for their cinematic purposes, which is pretty cool learning it works for realtime things. looks like it went from 4 - 256 bones per vertex.
does anyone have any idea how difficult that would be for unreal 4.22 to make higher bone influence limits with it’s new way of mesh handling things that they updated for raytracing?