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The title sums up my question fairly well. I'm working with a biped, and I'm not sure whether to put the extra effort into connecting all the bones, or just to leave spaces between each of them. What do you think?


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I'm likely to export this to unity, btw - though I'm unsure how much of a difference that makes. – Paul Ferris Jun 19 '13 at 12:55
ultimately, a bone is just a transform (a matrix). And as such it takes up no volume. It represents only a point in 3d space and a rotation. So actually, there is no such concept as 2 bones even touching each other than a way to help us visualize the way it affects our mesh transform hierarchy. They are visually connected on 3d modeling apps to show parent/child relationships. If you don't need that visual aid, there is no need to visually join your bones. – Steve H Jun 20 '13 at 13:30
Thanks. That kinda-sorta makes me wish I could break up some of the more detailed systems (legs, arms). Perhaps I can, and I just haven't figured out how yet... – Paul Ferris Jun 21 '13 at 10:50
up vote 1 down vote accepted

The space or no-space between joints/bones are just cosmetic, and should not pose a problem. The placement of the pivot is the most important factor, it determines the origin of the rotation and should be chosen carefully.

I think you'll be fine. The mesh on the other hand seems very dense, it can affect performance greatly, especially deforming meshes.

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Thanks :). Yeah, deformation is a bit of an issue - I sent the mesh off to a more-experienced friend so that they could go over and fix any issues. – Paul Ferris Jun 21 '13 at 10:49

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