6 years ago
Bone limit for Rig and Slot resources
Hey all. Here is a consolidated list of questions about rigs, bone limits, and how that impacts slots.
How many bones can be in a rig resource?
180. There are performance reasons for this limit. If a rig has more than 180 bones, the first 180 bones are loaded and the rest silently discarded. (This is the case as of the 1.58.69 patch, released November 25, 2019. Prior versions of the game would likely crash.)
How many slots can be in a slot resource?
1000. This is a somewhat arbitrary cap meant to catch corrupted data instead of enforcing an actual cap. In any case, exceeding the cap will cause the slot resource to not load at all.
Slots reference bones in a rig. What happens if the bone wasn't loaded due to the rig exceeding 180 bones or the bone just never existed?
This is unsupported behavior, but works to some extent. In Build/Buy mode, objects can still be slotted into boneless slots, as slots have all the necessary positioning information to know where slotted objects should go. For purely decorative objects, i.e. objects without interactions, this appears to work fine.
Interactable objects, i.e. objects with interactions that require a Sim to route to before using, do not function correctly however. If a Sim tries interacting with objects in boneless slots, a Python exception will be thrown causing the Sim to T-pose and reset.
There may be other unknown side effects.
How many bones can be in a rig resource?
180. There are performance reasons for this limit. If a rig has more than 180 bones, the first 180 bones are loaded and the rest silently discarded. (This is the case as of the 1.58.69 patch, released November 25, 2019. Prior versions of the game would likely crash.)
How many slots can be in a slot resource?
1000. This is a somewhat arbitrary cap meant to catch corrupted data instead of enforcing an actual cap. In any case, exceeding the cap will cause the slot resource to not load at all.
Slots reference bones in a rig. What happens if the bone wasn't loaded due to the rig exceeding 180 bones or the bone just never existed?
This is unsupported behavior, but works to some extent. In Build/Buy mode, objects can still be slotted into boneless slots, as slots have all the necessary positioning information to know where slotted objects should go. For purely decorative objects, i.e. objects without interactions, this appears to work fine.
Interactable objects, i.e. objects with interactions that require a Sim to route to before using, do not function correctly however. If a Sim tries interacting with objects in boneless slots, a Python exception will be thrown causing the Sim to T-pose and reset.
There may be other unknown side effects.