Hello all, I have a few questions regarding some guidelines in preparing a Maya scene for optimal performance for augmented reality using the Qualcomm AR SDK within Unity.
Here is a quick itemized list of the answers we are seeking;
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what polycount out of Maya we should be aiming for. The last software package we were using called for 10-12K for mobile. Does anyone know what would be considered an ‘optimal’ polycount for the entire scene for a mobile AR app?
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In Maya, should we be exporting our FBX scenes (or saving them for direct .mb import) at a particular FPS setting? The last package we used, called for the scene to be exported at 15 frames per second to work properly for mobile export out of their SDK.
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Can we import animation from Maya using constraints, standard parenting, as well as joints into Unity? Is there a limit on how many joints should affect each vertices?
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Lastly, for proper AR support and optimal performance, what file format for textures is best? Also, what format would be best for textures with transparency?
Thanks everyone!
Best regards,
Jeff