Using Inverse Kinematics is essential to me for replicating realistic and consistent movement with arms and legs, and maintaining hand and foot positions as the main torso moves around. And works fine in animation and the game engine, but does start to drop performance when you have more than one armature.
When I have one armature with Inverse kinematics playing an animation, the animation is about at 4%, not much.
Add another and it increases to about 7%, But I plan to have more than just two of what I’m making, so I then make about 7 of them.
And I get 37%
Note that when I remove the inverse kinematics the problem is solved, but I would rather have the inverse kinematics.
Is there a reason the percent goes up like that? does inverse kinematics just take up that much? Or is there something I’m missing?