Maximum skinned mesh size

Is there a maximum number of triangles/vertices in a skinned mesh ?

The same as with regular meshes: not more than 64 thousand vertices, and not more than 64 thousand triangle indices (which often corresponds to about 20 thousand triangles).

Oops, anyone have an idea how I can check how many triangle indices I have ?

My mesh now has around 25000 tri’s as reported by maya

If it imports into Unity correctly, then it will work. The importer will give an error if the limits are exceeded.

hi!

is there a limit “lights per mesh” too, looks like i cannot have more than 8 pointlights / mesh

would it be possible to increase the limits for the next version? for some cases i wanna have one single high_poly_mesh/per scene

I think 8 lights is the maximum in directX

EducaSoft: that is not true.

There is a limit on how many vertex (i.e. fixed function) lights can be on the mesh, probably 100% cards nowadays support 8 vertex lights (the same in OpenGL and Direct3D). The number of pixel lights per mesh is unlimited for all practical purposes, but of course each additional pixel light does add cost.

yes ive noticed but a lot of lights (force pixel) and the game slows down to a crawl :slight_smile:
have to think about breaking up the mesh (force vertex)
ie. city at nighttime → lot of streetlights.

Do you actually have to use streetlights? Can’t you just put all of them into a texture, and project that down as a cookie from a single directional light? Would be much faster and can work just as well (depending on your situation).

Re: streetlights, couldn’t you just bake them into your texture? You’d be surprised how few lights you really need if you bake lighing into your textures.

when i have a character effected by the lights too, the usage of lightmaps isnt realy helpfull. bakin lights/shadows is a good idea, but for some cases useless - have to think about this cookiestuff.
actually for a daytimemap i use blobshadow for faked “shadows” under ie. brigdes - works fine with my road/track_mesh and the player is effected too.

What I’d try: bake lights/lightmaps onto non-moving level geometry (road track etc.). Then make a cookie with street lights, put a directional light, and make it not affect the level geometry, only the characters/vehicles (using layers). Would work fast and look good.

This is what I was thinking also and is a technique I want to use in one of my projects also. My question is: how do you “coordinate” the projection of a directional light with a cookie so that it aligns perfectly with the baked lighting in your scene?

hm, ive tryed different ways with faked lights, but im not happy with the results, think its the best to break up the mesh to have lights as shown in the screen_shot.

54864--1992--$lightsa_886.png