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How many vertex weights?

Posted By Grimwolf 8 Years Ago
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Grimwolf
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Ah, you're right. It took me longer than I would like to admit to realize that.
Since Unreal Engine cannot use more than 8 weights, and iClone characters can be imported into Unreal Engine, that means the weights are no more than 8. And I'm pretty sure unless I'm making a mobile game, anything more specific than that is mostly irrelevant.
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grimwolf.7,

Last I checked.... Unreal supports (up to) 8 bone weights per vertex; using more than 4 influences will automatically make it go through the 8-bones path,
which has a performance cost (extra vertex streams and vertex shader cost).

Kind Regards :)
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grimwolf.7 (12/12/2017)
Does anyone know how many vertex weights iClone utilizes? 
I'm trying to use iClone in Unreal Engine 4, and it produces a disturbing number of bones, especially in the face and feet.

Vertex / Bone assignment is approx.... 20.
i.e. you could have a face bone influence the toe.

What I do is (external app).... assign the vertex / bone influence to 4.

Kind Regards:)
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Kelleytoons (12/12/2017)
I have no idea about vertex weights, but iClone doesn't produce any more bones in the rig than any other rig I've ever used, including the feet (it has the usual toe bones, for example).

It may have a lot more facial bones than some software because of the Faceware requirements -- other software uses morphs -- but there is no way to reduce this that I know of.

It has 10 rib bones, which I can't even imagine the use for, 14 face bones I have no use for, and a bone for every individual toe, which almost no one would actually use because of shoes. Plus, toes have extremely low mobility anyway. There's hardly any conceivable reason to have more than one bone per foot for those.
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I have no idea about vertex weights, but iClone doesn't produce any more bones in the rig than any other rig I've ever used, including the feet (it has the usual toe bones, for example).

It may have a lot more facial bones than some software because of the Faceware requirements -- other software uses morphs -- but there is no way to reduce this that I know of.



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Mike "ex-genius" Kelley
Grimwolf
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Does anyone know how many vertex weights iClone utilizes? 
I'm trying to use iClone in Unreal Engine 4, and it produces a disturbing number of bones, especially in the face and feet.
Too many vertex bone weights will diminish performance, but I can't find any information on how many iClone uses.
There also does not appear to be any option to reduce the number of bones in the skeleton.



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