CollisionShapes on animated mesh (skeletal)
Posted: Tue Jul 01, 2014 7:38 am
I'm looking for advise on collision detection on animated meshes, actually GPU based skeletal animation (GPU skinning).
Some details:
- My animated model has a mesh (which can be split into sub-meshes), a set of bones/weights and a set of keyframes where the bones are moved.
- In a GPU based approach I do not have access of the animated vertices on the CPU side so I only have my vertices in the initial bind pose.
Here is an example of the standard Bob model with a convex hull collision shape added when the model is in it's bind pose. This particular model may be difficult becuase it has the body as one large mesh.
I'm thinking I could split by mesh into smaller parts corresponding to bones and then calculate bounding boxes which could be animated by the bone/skinning matrix. Is this what is usually done?
What directions could I choose? What options do I have?
Some details:
- My animated model has a mesh (which can be split into sub-meshes), a set of bones/weights and a set of keyframes where the bones are moved.
- In a GPU based approach I do not have access of the animated vertices on the CPU side so I only have my vertices in the initial bind pose.
Here is an example of the standard Bob model with a convex hull collision shape added when the model is in it's bind pose. This particular model may be difficult becuase it has the body as one large mesh.
I'm thinking I could split by mesh into smaller parts corresponding to bones and then calculate bounding boxes which could be animated by the bone/skinning matrix. Is this what is usually done?
What directions could I choose? What options do I have?