We are heading into alpha and the leads have suddenly identified our skinned mesh animations as “too big”
Or pipeline is 3DS Max -> FBX ->unity. Animation data is baked into the deformation bones form Ik rigs.
Unity Rigs are Generic not Humanoid. Each character has Separate skinned mesh and animations combined by code into a single FBX
I’ve looked at unity’s compression settings and gotten a small win choosing “optimal” over “keyframe reduction” on the Import settings.
I’ve been asked to find approaches to optimize the FBX data before it gets to unity.
In Max Script, I’m using FBXExporterSetParam “FilterKeyReducer” True
but there are many key reduction options on the exporter dialog that have no parameter documented
Has anyone had success goingdeeper into FBX optimizing in MXS?
are there any 3rd party FBX animation compressing utilities out there?
and finally: I am intuitively rather skeptical that pre-optimizing an FBX before unity will gain anything over unity’s own internal compression. It’s likely to use the same approach as other methods.
Any thoughts or suggestions will be welcome