Hagop Posted December 9, 2016 Share Posted December 9, 2016 I have a door which slides open (just like a lift door) using scene.beginAnimation(skeletons, 0, 100, false, 1.0); When I try to enter the door from the empty space after the door has slided, if I have collisions enabled on my camera, I can't, because the camera collides with the door. The mesh coordinates are not updated with the skeleton movement, because Scene.pick still "hits" the door at its position when it was closed. This question has been asked before but I think there was no fair and clear answer. Is there a solution to this issue? If yes, in Babylon or bone hierarchy in 3D software ie:3DSMax ? Finally, what is this skeleton property needInitialSkinMatrix? Quote Link to comment Share on other sites More sharing options...
max123 Posted December 9, 2016 Share Posted December 9, 2016 Is there a reason you're using bones for a simple sliding door? Quote Link to comment Share on other sites More sharing options...
Hagop Posted December 9, 2016 Author Share Posted December 9, 2016 Only a skeleton/bones collection provides smooth animation. I don't want to translate the mesh, if that is what you implied. Just a note here, that I guess mesh coordinates are not updated since looping wouldn't work,since looping starts from early position. Quote Link to comment Share on other sites More sharing options...
adam Posted December 9, 2016 Share Posted December 9, 2016 I agree with max. If you are trying to move the root bone of the skeleton to move a mesh, you are going to have issues like this. Quote Link to comment Share on other sites More sharing options...
max123 Posted December 9, 2016 Share Posted December 9, 2016 13 minutes ago, Hagop said: Only a skeleton/bones collection provides smooth animation. I don't want to translate the mesh, if that is hwat you implied. Why? Have a look at Babylon's Animation system - you get proper easing functions and all that. I'm just curious. Link Quote Link to comment Share on other sites More sharing options...
Hagop Posted December 9, 2016 Author Share Posted December 9, 2016 I guess I'll use your idea max thanx. But I am still curious if there is a workaround? Quote Link to comment Share on other sites More sharing options...
max123 Posted December 9, 2016 Share Posted December 9, 2016 Hmm... If I REALLY had to use the bones approach, I'd probably disable the actual door's collisions and used an "impostor" - a transparent plane with door's dimensions/position and moved that plane in any which way necessary (synchronised with the door) to get the job done Hagop 1 Quote Link to comment Share on other sites More sharing options...
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