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parented bones vs transform constraints
Hello! Another super basic question for ya
Is there anything wrong with using a transform constraint instead of parenting the bone?
Some of my more complex files are getting fairly messy with bones nested below several others. I've got a feeling that this is bad somehow, like it adds strain to unity or something?
Thanks,
Brett
Transform constraint is ever so slightly more work to compute vs bone hierarchy. I don't understand though, how do you find the bone hierarchy messy?
Ah, its not really messy cause I can't imagine a better system of organization. I'm just a weirdo who gets uncomfortable when groups are expanded and wanna have as many things top level as possible.
Thanks for the info!