Compatible Skeletons vs Runtime Retargeting vs Retargeted Animations

Looking for some information on Compatible Skeletons in 5.7 .

Wondering if its a viable solution rather than using live retargeting? My skeletons match without a hitch but wondering more in regards to performance and compiled builds.

Is is a viable solution when compared ? Trying to weigh options , obviously retargeting all anims to a default single shared skeleton would be best but , in regards to live retargeting vs compatible skeletons, seems to be a better option in regards to offset with hand specific animations . Is thier much of a difference in overhead?

The ability to use animations in tandem with another skeleton improves workflow in the anim graph . But is thier any significant drawback using this approach in the long run? Or in a Shipped Build ?

I just tested this on a crowd of 60 and saw no apparent fps gain or loss either in editor or a packaged build. Vertex count and skeletal complexity is another story

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Hey thanks man, awesome to hear. Ive had the same results here on my end tho I didn’t test to a 60-mesh extent.

I did have an odd Replication bug with compatible meshes as it duplicate/spawned the main mesh and compatible mesh for clients but not server (only visible on owner when ejecting from viewport) could be project/editor based tho. Going to further test today.

Compatible mesh : Also noticed a few animation glitches in anim transitions & curves but it could be to narrowed to specific animation