TheSHEEEP wrote:We have multiple bones for each finger(!!), and you can't reduce that if you want realistic finger animations. In the facial region alone, we have over 40 bones, and yes, you do need them if you want good and flexible facial expressions (which are pretty much requirement for emotional lip syncing). Just have a look at the vast facial editors in games like Skyrim. Try to count the bones, you'll end up with a surprisingly large number.
Hands usually are 3 bones per finger (thumb is 2), sometimes + 1 more bone per finger, and then 1 or 2 to the hand. Worst case scenario (4 * 4 + 2 * 3 + 2) = 24
A normal human will have around 30 bones for the rest. That makes 30 + 24 = 54 bones.
Plus 40 head bones, 40 + 54 = 104 bones.
That's not even close to 256. Let's make it harder and add the toe's finger bones. 1 per finger is more than enough (using good weighting), that's 10 bones more. It's still 114.
You can double the previous number and still not get to 256.
Note that you may be having actor bones, IK bones, IK Target bones, etc; all of which may not be needed to be exported at all. If those get exported, it would be then reasonable that you're exceeding the 256 limit. Consult the documentation of your exporter plugin to see how to tag some particular bones as "do not export"
For the face, I would say it would much easier to manage with shape keys. But admittedly the 4 blendshapes/morph target per constant limit on Ogre is horrible (when doing it in the vertex shader). It forces a lot of bandwidth if you want to reach the VS 3.0's max of 28 blend shapes at the same time. Again, the document I'm writing for Ogre 2.0 covers this issue too, extensively.
Tip: Note that games like Skyrim often switch between models. When you're customizing they switch to a model with lots of shape keys and bones (and depending on the game, it's also higher poly to give you the illusion that's the quality all the time).
But once you've defined the customization, they'll
bake all the results into a new mesh and switch to that model, which now contains much less bones and blendshapes (but enough so there's still facial animation, as well as detailed movement animation).
During cinematics, most games also switch models.