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How many different renderable pieces usually make up an RPG type character?

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How many different renderable pieces usually make up an RPG type humanoid character? Think of it in the programming aspect, the performance aspect. Lets assume we are attaching the following pieces at the bone matrix level. 1) Head.x 2) UpperBody.x 3) Lowerbody.x 4) Feet.x If you are rendering the above 4 objects that makes 1 humanoid model. Is this typical? You can switch out the head if need be, and the upperbody armor pieces. You can also switch out different types of armor/clothing for the lowerbody and then switch out armor/clothing for the feet. Is there a better way of doing it? If I have 50 humanoids on the screen that is 200 objects I'm rendering. How do the pro's do it?

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You can have multiple parts that are all in the same mesh, and then just turn parts on or off. Whether that's a performance win depends on what your engine's overhead is per mesh.

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