Hello Nate! This is Chris, also from the Moonlight Kids team! I can help answer some of your questions, to keep communication flowing:
The lower numbers are of course better. Was there a noticeable performance difference?
Unfortunately not really, no. Maybe a frame or two, but it was hard to tell. No major change in performance stood out though. As you said, our skeletons already weren't that unreasonable, so perhaps those stats just aren't the bottleneck.
x25 of these skeletons is still a lot of processing (10k vertex transforms) but it's very dependent on the hardware.
Yea, and we're talking 60-70 of these skeletons (plus 2-10 more for Player Characters and any on screen enemies) when the game is at it's most stressed. On old Xbox One hardware to boot (not exclusively, but that's our most problematic hardware at the moment).
Did unchecking constant speed help?
Our animator has just recently made this change, so we'll be doing build tests asap! Will report back when we know.
Still curious how many paths you have. You can filter the tree to only show paths, select the first, then shift+click the last to select them all and it'll tell you how many paths are selected in the tree properties.
Our animator checked and he says there are 4.
Oh, also how many path constraints do you have? Each one does a fair amount of calculations (see the PathConstraint class).
Our animator says also 4. To quote him: "I always use them together I never do paths without a constraint. So 4 paths and 4 path constraints"
Hope that helps give more info and context! We'll report back on the Constant Speed test asap.