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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.
The text was updated successfully, but these errors were encountered:
aevyrie
changed the title
Support "boneful" meshes
Support Skinned Meshes
Jan 18, 2024
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.
The text was updated successfully, but these errors were encountered: