Mecanim avatar creation for humanoid characters & mesh optimization question...

Hi all, first off, I hope this is in the right forum.

So I’ve got this humanoid character with wings, faery.

I rigged it in Maya & was able to import everything without a problem.
I’d like to use Unity/Mecanim to do the animations for this character.

The attachment, question.png, is a screenshot of the fbx with the skeleton & Unity import settings.

I believe I’ve done everything properly, but I’m not 100% sure because I’m not seeing the avatar mapping/muscles in the inspector like in questionAvatar.png attachment.

Am I missing something?

With regards to mesh optimization. This is my baseline android device spec.
It’s fairly low-end, & I’m fine with framerates as slow as 24 for these devices (since my device is only 800Mhz according to Antutu Benchmarking).

The character I’m working is an NPC that will only appear in cut-scenes.

What is your opinion on the polycount, is it too high?

From your experience, is having 34 joints pushing it, even for an NPC only used for cut-scenes?

Thanks, in advance.


OK, I should have paid attention to my naming conventions…Ive got the avatar configuration up…

Though, I would still like to get some input on mesh optimization.