07-24-2021, 01:40 AM
(This post was last modified: 07-24-2021, 01:41 AM by Culverized.)
Thanks for taking the time to consider my issue, and for the suggestion. To answer your question, the bones are little boxes centered on each joints pivot, basically looks like a mixamo rig I've downloaded before. Its an fbx I've imported, and everything looks good and animation works as expected until physx is activated, and then it breaks. I setup as kinetic to see what happen with collision, could not get a result with phys x collision, but a collision operator works, but only sends the parts of the body that collided to the next event, leaving the rest to carry on its animation, stretching the mesh as it travels. Again, this may be normal and I may be missing a step, but kind of following along some of your example files I don't feel like it should be giving me a different result. It feels like there is something wrong with the model. I imported the mixamo model I mentioned, and the results are a little different, but still seems way off. Thanks again.