Our Hololens app has a simple scene comprised of the controls of an airplane cockpit.
-1 Geometry Mesh ~100,000 tris
-1 Material using 8k texture
For this sprint they want certain switches and gauges to be interactive.
**Which would perform better:**
-Skinning the 5-10 interactive switches to joints (1 bone influence each), leaving the entire mesh as one fbx with some new joints -Breaking the interactive switches apart into new, separate fbxs each with their own pivot (no skinning involved) then using dynamic and static batching for the moving/non-moving parts, respectively.
There won't be 'animations', per se, the coders will probably just move the switches via script.
Thanks, Adam
For this sprint they want certain switches and gauges to be interactive.
**Which would perform better:**
-Skinning the 5-10 interactive switches to joints (1 bone influence each), leaving the entire mesh as one fbx with some new joints -Breaking the interactive switches apart into new, separate fbxs each with their own pivot (no skinning involved) then using dynamic and static batching for the moving/non-moving parts, respectively.
There won't be 'animations', per se, the coders will probably just move the switches via script.
Thanks, Adam