How to recreate Havok physics shape based on morph target positions?

PhysicsShape is based only on vertex positions, not normals, tangents, uvs, etc.

Vertex position changes I think are happening in the GPU.

This post describes how to get the morphed position data to the CPU. From there, you may need to create a new mesh to then extract a physics shape.

This thread has more info about how you could get a physics shape from vertex data, but the PR was never submitted.

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