Physics body not updating with changes in bone rotation of mesh? #196
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I have a rigged mesh loaded via:
it loads as expected into the scene: However, when I try to rotate an individual bone on the mesh, the mesh and bones rotate as expected, but the physics body does not remain in sync:
Is there a way to achieve this? The documentation says for Kinematic bodies, you need to set I also tried adding
This does not work and also did not seem necessary anyways because once hand.Object3D is added to physics, it appears it is automatically converted to an ExtendedObject3D. I'm not sure what else to try besides removing the physics body and then trying to re-add it frame by frame after any transformations? However, this seems horribly inefficient, there must be an already defined approach for doing this that I'm missing. |
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Does the physics apply correctly if you first rotate the palm? I have never worked with bones this way. Maybe all it needs is a simple update somewhere. You should also post this question in the three.js forum. I'm sure they know how to work with bones. |
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Does the physics apply correctly if you first rotate the palm?
I have never worked with bones this way.
Can you share your hand model?
Maybe all it needs is a simple update somewhere. You should also post this question in the three.js forum. I'm sure they know how to work with bones.