Hello,
let’s suppose we have a 3D model, which has an animated part(bone) and we want it to push the other RigidBodies.
As (by design?) this will not work as I expect it:
< Main Node >
< rigidbody />
< collisionShape />
< AnimatedModel />
< Child Bone Node >
< other collisionShape />
< /Child Bone Node >
< /Main Node >
Adding a second non-trigger RigidBody to the child node it’s probably not a good idea,
how would you normally overcome this?
So far, the only solution I have in mind, is to add a RigidBody to the Child Bone Node as a Trigger and manually check/apply the collisions.
Any ideas?