Hello BA. I have newb question. I love to rig and animate my models with meta-rigs be it bibeds (humanoids) or quadrupeds (animals). Meta-rigs are flexible and complex enough to create good animations including facial expressions. They are working nice with BGE it’s good news. But metarigs are really complex systems they have many hundrets of bones on different layers - DEF bones, MCH bones, ORG bones, tweak bones, not to mention all those constraints, helpers and widgets. Alone wolf meta-rig (blender 2.79) has almost 800 bones! There are two basic armatures in 2.79 - human and quadruped, but they are without face and finger bones they could be used for background characters. But even Human basic meta-rig without face and finger bones has > 200 bones! Isn’t it too much for game engine?
So question: is it good idea to use such complex armatures in BGE at least for main characters? Or its better to use simplified armatures sacrificing good looking animations. Or maybe there is way to optimize meta-rig armatures for BGE?
Could you share your experience\workflow with built-in meta-rigs in BGE.