Which performs better? Manipulating rigging bones manually at runtime or an animation

Hello,

Which performs better?

  1. Manipulating rigging bones manually at runtime in LateUpdate (i.e. make character head tilt up)
CharacterHead.transform.localEulerAngles = Vector3(0,0,30);
  1. Import an animation which you have to setup, etc, etc …

I’m finding I am “enjoying” the process of manipulating bones at runtime to create some interesting animations (as opposed to creating animations and importing them). However, I don’t want to head down the path too far if it kills performance.

Thanks!

There shouldn’t be too much performance difference you need to pay great attention to, but it’s up to MecanimDev to give you definite answer. =)