Max number of Bones.

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"Bones per vertex" refers to blended vertex weights. For smoother animation you can bind vertices to multiple bones, up to 4 but the biggest visual gain is going from 1 (rigid binding) to 2. IMO more than 3 is just a waste of processing power (vertex weights do affect framerate.)

60 bones in a single model is pretty excessive (why do you have two bones at every joint, like elbow2? and why do you need two hip bones?) but still perfectly within reason processing wise. Like he said, unless you have a LOT of bones (I'm talking thousands) your FPS will be affected a lot more by other things like polygon count, surfaces, and the binding of vertices to those bones.