I imported my model and it exceeds the triangle limit, and the mesh splits into 2 pieces.
My model is going to be used for AI in a real alive baby. Its armature will move the body (fingers etc). And it will be in realistic physics, like a rag-doll in a sense, but hopefully no capsules etc - only the mesh acting as the barrier collider.
Will it still act like 1 mesh object, or will this mess everything up even in the slightest way?
Unity is a game engine, not a render one. You most likely always want to use low-poly mesh with high detail (high model retopo + baking). The more tri’s got model - the worse performance will be. As far as I know unity supports up to 65535 tri’s per mesh that’s why it’s got split.
And no, I think it will not act as 1 object. I bet it’s got split into several gameobjects.
As for will it mess up everything - most likely. Untill you try to animate it in Unity - you may never know. Which highly do not recomend to do with such setup.
TL;DR: Use low-poly model with baked normals, spec, textures, whatever you’ve got.
I’m going to use Renderator so I can film a HD movie of my artificial intelligence or “alive human baby”. It’s going to look and learn/reason as real as possible.
“Untill you try to animate it in Unity - you may never know. Which highly do not recomend to do with such setup.”
Do you mean you don’t recommend animations for my project setup or animations on a mesh split model?
But its not just animations, there’s also randomization fed into the baby’s bones so it randomly jiggles around. The body and floor therefore will be physically interacting physics, its body will be flopping around like a soft flexible body.
When I move the object or ragdoll it (poorly ragdoll it), both parts move together…I’m not totally sold yet that a split-mesh would ruin anything…