fonta.romain Posted August 2, 2012 Posted August 2, 2012 Hello ! Could you please help me, I can't find out how to simply do this task : - I have an ObjectMeshSkinned that have some bones in it (taken from sample physic (physics\meshes\ragdoll_00.smesh)) - What I would like is to launch rays to intersect bones directly (i.e. move my mouse cursor over the mesh and select / move bones I want to) Actually, I am only able to detect the global mesh but not the bones inside. The only thing that I could do to accomplish what I want is to build a rigid body and add some shapes that will "represent" my bones and then launch intersection on that body, but it's heavy ... Usage example in my case : use 3D buttons (with bones) inside a 3D scene (rotating, interrupters, etc.). Am I missing something ? I'm pretty new to Unigine and still testing if that it could fulfill all our needs. Thanks for your time !
manguste Posted August 8, 2012 Posted August 8, 2012 Hello Fonta, Yes, shapes are definitely are costly if you use them solely for intersecting purpose. And there's no way to intersect directly with bones, so our devs suggested the following variant they'd have used in this case: Precalculate bounds of bones. Create boxes and sync them with animation. Intersect with these boxes. So basically the idea is to create a skeleton out of a simple primitives synced with animation. It can be cached in order not to be recalculated every frame.
fonta.romain Posted August 9, 2012 Author Posted August 9, 2012 Ok thanks ! Do you plan to add such feature in the near future for some of your clients that might need to ? Have a nice day !
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