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This repository was archived by the owner on Mar 13, 2025. It is now read-only.

Support Skinned Meshes #102

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SludgePhD opened this issue Nov 9, 2023 · 1 comment
Open

Support Skinned Meshes #102

SludgePhD opened this issue Nov 9, 2023 · 1 comment
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enhancement New feature or request help wanted Extra attention is needed

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@SludgePhD
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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.

@aevyrie aevyrie changed the title Support "boneful" meshes Support Skinned Meshes Jan 18, 2024
@aevyrie
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aevyrie commented 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.

@aevyrie aevyrie added enhancement New feature or request help wanted Extra attention is needed labels Jan 18, 2024
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