I have a door (simple box mesh) external mesh loaded up and is controlled by bone animations. Add checkCollisions on mesh and it works BUT! the player character gets stuck on the door when a collision happens.
Thanks for the replay
YES the player has the ellipsoid it is only the Door that the player gets stuck in that has the animation attached to it, so the frame of the door witch isn’t animated the player doesn’t stick to it on collision.
The animation is carried out on the GPU, so on the CPU, the door mesh keeps the same transformations when using a skeletal-animation. You could instead attach a box to the bone using attachToBone or manually by getting the bone rotation and position. Then enable collisions on this box.
If I understand correctly it is the bone animation or meshes attached to a bone that will make the collision overlap and the player will get stuck inside the door mesh.
I am going to look into normals could this be a reason for the sticky collision?
When bones are used, the meshes translation, rotation, and scale remain unchanged on the cpu, since it is performed on the gpu. I do not know a lot about physics, but anything computed on the cpu off of these properties, e.g. bounding box, are going to have the same result as if the door mesh had never been open.