Thanks for taking the time to read, firstly; any advice would be greatly appreciated.
I’m in a situation where it seems to me that, despite conventional wisdom, using the armature itself as my character’s collision object (rather than an invisible mesh) is the most effective means of collision. The reason for this is that the attacking animations my character will be using, become quite intricate (rolling, jumping in specific ways) and a separate collision mesh just won’t follow the character’s shape closely enough. A jumping dropkick, for instance, requires that the collision bounds follow the character’s feet throughout the animation, whereas a separate collision mesh even with tedious rotation and force just isn’t going to cut it.
Is there an alternative to using a separate collision mesh, or using the armature as the collision object, given my particular collision needs? If, as it seems (perhaps in my naivete), the armature collision option is the best method… is there a best way of setting this up to avoid it’s pitfalls? For instance, right now, setting ‘collision bounds’ for my armature only ends up with a collision box around the origin point and not the bones, anyway…
I’ve tried extensively to research this, but I’ve just been unable to find a solution to these specific needs. If you have any suggestions, please do offer them!