Hello!
In the documents of the engine has written: «Bone-based animation is good for animation of mechanical objects or characters (as a whole) for a long period of time. It is efficient, as it is often computed by the GPU (GPU skinning). The GPU skinning has a limitation of 4 bones per vertex and 64 unique bones per surface, which is usually sufficient.».
There is a question: is it possible to overcome the restriction of quantity of the bones per some mesh by means of parting that mesh on several surfaces? For example: we have a mesh with 110 bones. Is performance be improved if it will