What are the point helpers for? It looks like you have one at each vertex. If you have to have one per vertex, do you have a script that generates this for you?
i just brought this this morning It’s a Good script b4vibe appreciate your work , but it did converts every single vertices to a helper point , but i really hope if you could add an option for controlling number of point to be generated
one more thing i want to add as a suggestion and a review at the same time
today i tested your script at per-morphed head animated model , the problem here was that the number of points reached almost to 4000 and above , as if it did covered every single vertices.
beside that it’s impractical to process , but the system memory needs to be extremely big to cover such bone skinning
in my case it almost reached to 7 gb during skinning time
the problem was from the number of helper which needs to be skinned
my suggestion is two one controlling number of helpers to generated , and in case of large object such as faces reference poly rather than vertices
There is another solution for getting such data to Unity via industry standard point cache files such as .mdd .mc and .pc2 files so works with all 3d packages and there is also an option to use direct vertex animation so greatly reducing memory use. Point Cache « MegaFiers
I Got question about your product if you make like a vertex character animation and you put it in unity. What kind of tags do you get on your mesh? like skinned mesh renderer or anything like that? or just a mesh renderer? And what about the preformance of Vertex animations in unity? also how much draw calls does it produce?
A normal skinned/boned character genarates 3 draw calls im aiming for 1 that could batch could your product produce that?