Hi, I am making a 3d platformer in blender, I have an animated character and a bounding box. One of the characters animation is a kick. I need the bounding box to deform so the foot can kick things. Should I be animating the bounding box with armatures? it seems like a bad way to go for some reason, if so then is there a better way.
An easy way to see what is going on with the collision bounds during animations is under the render tab in the properties panel, go down to Display, and check the ‘physics visualizations’ box. When you play the game, all of the white wireframes represent collision boundaries.
If all your armature is doing is deforming a character mesh for the kick, then you are right, this is not what you want. If you turn on physics visualizations, you will see that the mesh actually leaves it’s collision bounds during a deform animation. However, if you parent an empty to the foot bone of your armature, you can add a collision boundary and it will move with the bone in animations.
Hi, sorry I haven’t been able to get online for a bit. I turned on ‘physics visualizations’ and yes, the leg reaches right out of the characters collision box. I will try parenting an empty to the foot as soon as I can.