Why the 3 Skeleton Limit in Motive 3? Not just captured, but only 3 total? T-Pose hell.
Posted: Fri Aug 13, 2021 1:47 pm
The 3 skeleton limitation in the 3.0 beta doesn't seem to be well designed. Especially since 2.3 doesn't have this limitation. I understand the business behind making yet another tier of motive, but there is a big design flaw with the current implementation of the 3 skeleton restriction.
Motive now only allows for 3 total skeletons in your asset lists. I can have a lot of rigid bodies, some active, some not, but only 3 skeletons total.
Here is why thats a problem.
We use multiple versions of the same performer and activate the skeleton based on our needs. Its still just one person performing, but now we have to re-setup the character every time we need to change. We typically had 5-8 variations of one actor. We're finding ourselves having to return to Motive 2.3 because of this.
If the limitation of 3 skeletons is firm in stone due to some business choice, fine. But don't limit the number of skeleton assets too. Just keep the limit in how many you can track at one time. Seriously, this feels like a very poor design choice.
Motive now only allows for 3 total skeletons in your asset lists. I can have a lot of rigid bodies, some active, some not, but only 3 skeletons total.
Here is why thats a problem.
We use multiple versions of the same performer and activate the skeleton based on our needs. Its still just one person performing, but now we have to re-setup the character every time we need to change. We typically had 5-8 variations of one actor. We're finding ourselves having to return to Motive 2.3 because of this.
If the limitation of 3 skeletons is firm in stone due to some business choice, fine. But don't limit the number of skeleton assets too. Just keep the limit in how many you can track at one time. Seriously, this feels like a very poor design choice.