Open philpax opened 1 year ago
So this issues can be broken up a bit;
attach sphere with radius 5 to head bone
. This can at this stage be by hand by someone, but they would have to do it for each limb they want to represent1/2/3 are all quite simple to do; we just need to run some systems on the server and we need a bit of code to spawn "only" a skeleton. 5 is also quite easy to do in its most basic form (the cpu mesh already support applying a skin to it). 4. Is a bit more uncertain.
At present, objects with animations do not update their physics representation when the animation plays back. This causes issues for more complex meshes where it's expected the individual components can physically interact with other objects in the world.
For these, we should split up the collider into its constituent parts/objects/limbs, and then update them with the animation. Note that this will require running the animation on the server, so there's some challenges there.