Open SludgePhD opened 8 months ago
This is beyond my knowledge. I understand the basics of bones deforming mesh vertices, but I'm not very familiar with how to apply this to the mesh. Hopefully we could re-use bevy's internal code for skinned meshes. This isn't something I'm planning to implement, but I'd happily support a PR if someone wants to tackle this.
It looks like the plugin currently always raycasts against the static mesh data, which is typically a T or V pose for rigged meshes. It would be useful if it respected the current bone poses to accurately cast rays against deformed meshes.