Is it possible to use the mesh as a collision body in a skeleton mesh?

Hi,

I would like to know if it is possible to make a collision body that matches my skeleton mesh and it is animated together with the skeleton. I need to have the possibility to use rigid bodies against it and cast a ray to detect the exact collision point in the animated surface. My skeleton mesh is a tongue (It is a educational game) that I need to have a top-down game on top of that, however my tongue moves up and down.

I dont know if I was clear enough =P… if not I can try to explain it a little bit better!

Cheers

This all seems handled by having a Physics Asset:

Yeah! I looked up already inside PhAT, however I could only use Box, Spheres and Capsules attached to bones… What I want is to have the mesh structure as the collider, you know what I’m saying? I need a precise collision information during the ray casting against the tongue while it is moving…

If you have enough bones in your mesh then you can usually get a pretty good result using a physics asset for rigid body collisions.

I’m not certain that Per Poly Collision on a skeletal mesh works at the moment. I did a couple of quick tests but got no real results.

Yeah, I think the best solution is to modify the rig and add more bones. Then, add the primitive collision areas to each of them… at least the tongue oscillates only in height, there is no twisting =)
Thanks anyway!!