Hi,
I am a very nosey person and do like to dig about when I 1st get into a new toy. So I opened up a few of the FPSC characters to get accustomed to the way FPSC does it. I noticed that almost every rigged bone (i.e. ones that are actually used to distort any vertices) seem to have an extra dormant bone (i.e. bones not linked/weighted to any vertices) along with leftover biped nub bones on fingers and toes etc.
Maybe I am just to used to making characters for mmo's, but all them redundant bones seem to be little more than a waste of resources, as surely the engine still tracks them and would cause slowdowns with many enemies in view etc??
I have always tended to keep around the 20-25 bone limits for biped characters (of course more for complex beasts etc) and by deleting all the unrigged bones (of course not the gun/shoot bone, or the ground zero root bone) happily get the skeletons down to the 24/25 bone mark with no effect to the animations.
I could fully understand if they were actual lazy bones commonly used by people who cannot weight vertices/bones to a low bone count skeleton, as it makes getting the mesh to distort smoother much easier. Yet these bones are weighted to nothing and do nothing of any use that I can see.
I would like to know if those extra bones are actually required for FPSC in anyway? as they just seem a needless waste of resources, especially in highly populated rooms/levels.
I only use this for fun and have no interest in making commercial games ^_^