Armature / Mesh game physics issue #48792
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Reference: blender/blender#48792
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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.
Exact steps for others to reproduce the error
untitled.blend
From the given .blend, if you launch the game, the camer
Changed status to: 'Open'
Added subscriber: @hugodecasta
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
Added subscribers: @hg1, @dr.sybren, @tristanpenman-1, @brita, @Moguri, @Sergey
Can BGE team check on this?
Changed status from 'Open' to: 'Archived'
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().