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Support Skinned Meshes

Open SludgePhD opened this issue 2 years ago • 1 comments
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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.

SludgePhD avatar Nov 09 '23 23:11 SludgePhD

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 avatar Jan 18 '24 21:01 aevyrie