Armature / Mesh game physics issue #48792

Closed
opened 2016-07-06 02:33:05 +02:00 by Hugo Castaneda · 7 comments

System Information
Windows 10.0 - NVidia GeForce 840M

Blender Version
Blender 2.77a abf6f08

Short description of error
Meshes attached to an armature via vertex groups while not have their game physics bounds updated from the armature position but from its mesh original position:
If you start the game the mesh will be displayed if its game physical bound is in the field but here in our armature case, the mesh physical bound and it's real position are not the same. Given that, if the calculated bound is out of fiel but the posed mesh is in the field, it won't be displayed by the game engine - here is the issue.
armature bounds problem.jpg

Exact steps for others to reproduce the error
untitled.blend
From the given .blend, if you launch the game, the camer

**System Information** Windows 10.0 - NVidia GeForce 840M **Blender Version** Blender 2.77a abf6f08 **Short description of error** Meshes attached to an armature via vertex groups while not have their game physics bounds updated from the armature position but from its mesh original position: If you start the game the mesh will be displayed if its game physical bound is in the field but here in our armature case, the mesh physical bound and it's real position are not the same. Given that, if the calculated bound is out of fiel but the posed mesh is in the field, it won't be displayed by the game engine - here is the issue. ![armature bounds problem.jpg](https://archive.blender.org/developer/F319627/armature_bounds_problem.jpg) **Exact steps for others to reproduce the error** [untitled.blend](https://archive.blender.org/developer/F319629/untitled.blend) From the given .blend, if you launch the game, the camer
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @hugodecasta

Added subscriber: @hugodecasta
Author

Here is the working .blend
Whit it you can see that when the camera is moving the field out of the "calculated bound" the actual mesh disapears
untitled.blend

Here is the working .blend Whit it you can see that when the camera is moving the field out of the "calculated bound" the actual mesh disapears [untitled.blend](https://archive.blender.org/developer/F319631/untitled.blend)
Added subscribers: @hg1, @dr.sybren, @tristanpenman-1, @brita, @Moguri, @Sergey

Can BGE team check on this?

Can BGE team check on this?
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Thomas Szepe self-assigned this 2016-07-12 19:30:06 +02:00
Member

That is not an issue. The physic mesh will be only moved if the object origin it self will be moved, or the origin of the parent will be moved. I won't be updated if it would be modified from an armature bone. Because updating the physic mesh every armature change will cost to much performance.

If you want to update the physic mesh you can do this with the "Edit Object" --> "Replace Mesh" actuator (don't choose any mesh and activate Phsy). Or with the the Python method reinstancePhysicsMesh().

That is not an issue. The physic mesh will be only moved if the object origin it self will be moved, or the origin of the parent will be moved. I won't be updated if it would be modified from an armature bone. Because updating the physic mesh every armature change will cost to much performance. If you want to update the physic mesh you can do this with the "Edit Object" --> "Replace Mesh" actuator (don't choose any mesh and activate Phsy). Or with the the Python method reinstancePhysicsMesh().
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#48792
No description provided.