Hello JME. In my game I’ve got a .blend file containing a variety of player components (arms, legs, hands, torso, head, and equipment)
I am loading all of the components once at startup and then letting player’s generate their own unique appearance in-game. A player’s character components are attached to an “appearance” Node inside of a Player class… This looks and works great.
I can animate each component (spatial) separately BUT is it efficient having 5+ animation controllers per entity, if there are let’s say, 500 players online at once?
I’ve tried to attach an animation controller to the “appearance” Node itself but that doesn’t work, it doesn’t magically find the component/child animations … Basically I’m unsure of how efficient it would be having 5+ anim controllers per character in a multiplayer game; hoping a jme developer can tell me, or give me some direction for a cleaner/efficient design if there is one. Thanks for reading.