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Hello all. I have Shinned Mesh with 2 bones for nonlinear Scalind (GO change from one side of axis). But Mesh Collider does not change its shape following the change in the mesh. Maybe are there other methods for nonlinear Scaling if this unsolvable problem?
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You wouldn't want the mesh collider to update with a skinned mesh even if it was possible, since it would be very slow. You can attach primitive colliders to bones instead. Update sharedMesh of Mesh Collider does not alter the shape collider. Changes only the base mesh. Is there a way to change the collider at runtime?
Dec 25 '10 at 06:39 AM
Robotron18
Please read my answer again.
Dec 25 '10 at 05:42 PM
Eric5h5
If I could use a primitive Collider, certainly would have done it. But thanks.
Dec 27 '10 at 03:10 PM
Robotron18
Notice the plural: "attach primitive colliderS". Not just one.
Dec 27 '10 at 07:43 PM
Eric5h5
This is the first thing I did before asking a question. I'll try to solve the problem by any design method. Thank you.
Dec 28 '10 at 08:48 AM
Robotron18
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I found a script to do this on the forum from user Darkrobyn. I believe this code reproduces the calculations that Unity is doing internally to deform the mesh. It's working for me, but I currently have a fairly simple mesh and bone setup. I'm firing the forceUpdate occasionally (on mouse up events) which works great in my application. Have a look here: http://forum.unity3d.com/threads/14378-Raycast-without-colliders The poster didn't include a couple of custom classes that you'll have to add. Something like this: I read that at first as "CervixWeight". What's a C?!
Jan 26 '11 at 09:53 PM
Jessy
A capital C is sometimes used as a prefix for class names to indicate that it's a class. I just followed the naming in the original script. If you download the original script you'll find those classes are missing.
Jan 26 '11 at 10:17 PM
mattirwin
works as a charm! and slow as hell as expected. :P
Apr 19 at 04:53 PM
Cawas
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slightly related: http://answers.unity3d.com/questions/215678/raycast-without-colliders.html