19-10-2020, 04:23 PM
(This post was last modified: 19-10-2020, 04:30 PM by josemendez.)
Hi,
realtime updating/deformation works for collisions the same way it works for softbody dynamics: per-particle collisions, contacts move particles around, and as a result the mesh is deformed (since each particle acts as a bone). No special handling is required for this, it just works. Collisions are simply constraints that affect particles.
no MeshColliders are involved in character collisions, just particles. Obi is a particle-based physics engine, so everything uses particles for collision detection. Using MeshColliders for this would be extremely slow.
realtime updating/deformation works for collisions the same way it works for softbody dynamics: per-particle collisions, contacts move particles around, and as a result the mesh is deformed (since each particle acts as a bone). No special handling is required for this, it just works. Collisions are simply constraints that affect particles.
Quote:Is the entire MeshCollider updated to match the SkinnedMesh, even when the deformation is caused be animation?
no MeshColliders are involved in character collisions, just particles. Obi is a particle-based physics engine, so everything uses particles for collision detection. Using MeshColliders for this would be extremely slow.