# Too much geometries while using fbx

**URL:** https://forum.deepar.ai/t/too-much-geometries-while-using-fbx/296
**Category:** Studio Issues
**Created:** [May 12, 2023, 1:42pm UTC](https://forum.deepar.ai/t/too-much-geometries-while-using-fbx/296 "2023-05-12T13:42:32Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![picsanelab](https://avatars.discourse-cdn.com/v4/letter/p/9de0a6/32.png) [@picsanelab](https://forum.deepar.ai/u/picsanelab)
#### Post date: [May 12, 2023, 1:42pm UTC](https://forum.deepar.ai/t/too-much-geometries-while-using-fbx/296/1 "2023-05-12T13:42:32Z")

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Hi,  
I have a problem. I want to create some hair effect. I bought hair model and I am trying to use this model in my AR effect. I can import fbx wihtout any problems, but when I try to run effect, I can’t see whole object and i am getting error “Too much geometry in effect”.

My goal is to use 4 models to use it for 4 faces, but I can’t do this for one face. There is any solution to use this model in DeepAR studio?

Thanks.

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### Author: ![jelena](https://dub1.discourse-cdn.com/flex017/user_avatar/forum.deepar.ai/jelena/32/14_2.png) [@jelena](https://forum.deepar.ai/u/jelena)
#### Post date: [May 12, 2023, 6:21pm UTC](https://forum.deepar.ai/t/too-much-geometries-while-using-fbx/296/2 "2023-05-12T18:21:51Z")

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Many hair models tend to be far too complex to run on mobile phones in real time

You can find limitations in our guidelines:

- For best performance, try to keep a poly count below 25k per mesh, with a total poly count below 100k.
- We recommended adding no more than 50 objects to a scene.

> **[Effect Creation Guidelines | DeepAR](https://docs.deepar.ai/deep-ar-studio/effects/effect-creation-guidelines/#technical-guidelines)**
>
> Effect creation in DeepAR

We are however dealing with a bug on fbx import that causes the objects to have more geometry then in the original, it will be fixed soon, but as a temporary workaround you can try importing your model as an .obj to see if that helps

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<div class="post-metadata">

### Author: ![picsanelab](https://avatars.discourse-cdn.com/v4/letter/p/9de0a6/32.png) [@picsanelab](https://forum.deepar.ai/u/picsanelab)
#### Post date: [May 15, 2023, 8:33am UTC](https://forum.deepar.ai/t/too-much-geometries-while-using-fbx/296/3 "2023-05-15T08:33:07Z")

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Thanks for your answear. I will try to reduce geometires.  
Meybe you can help me with another problem. When I try to import fbx with bones, my model doesn’t look like in blender. When I remove bones in blender everything imports fine. I’m going to use Simple Pendulum Physics like in Spring Tree example. I tried with simple box and bones and everything works well, but with hair model there is a problem. Images below show project in blender and effect after import to DeepAR Studio.

 ![effect](https://europe1.discourse-cdn.com/flex017/uploads/deepar/original/1X/319f25cbad6325bd6c318f7f7d82283c53e2e801.png)

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<div class="post-metadata">

### Author: ![jelena](https://dub1.discourse-cdn.com/flex017/user_avatar/forum.deepar.ai/jelena/32/14_2.png) [@jelena](https://forum.deepar.ai/u/jelena)
#### Post date: [May 15, 2023, 11:02am UTC](https://forum.deepar.ai/t/too-much-geometries-while-using-fbx/296/4 "2023-05-15T11:02:01Z")

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Bones can be sensitive to transformations your joints need to be fitted to a reference head. See if this older tutorial can help in your case

[![](https://europe1.discourse-cdn.com/flex017/uploads/deepar/original/1X/210c9a578972e2a08e2c808315165f58afc2ae17.jpeg "Part 4 - Joint Rigging an online Purchased 3D model NFL helmet - DeepAR SDK") ](https://www.youtube.com/watch?v=kYbwt5GEHR8)
