First of all, credit to @Zairiza for the base.
But yeah, I now have a totally functional (though lacking certain more complex functionality that's seldom relevant in public instances) "medium" version of this avatar:
- 91 PhysBone transforms ("good" is capped at 64)
- 210 bones ("good" is capped at 150)
- 60,122 triangles ("excellent" is capped at 32,000)
- 6 material slots ("excellent" is capped at 4)
- 8 PhysBone components ("excellent" is capped at 4)
- 46.763MB texture memory ("excellent" is capped at 40MB)
β¦I'm not sure how much better it's actually going to perform, but apparently, using precisely one skinned mesh is a good thing, and I did get rid of a bunch of superfluous (for my use case β they're useful as part of the base model!) bones, so??
