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Any problems with parenting my Mech parts to its armature bones ?
So I want to add mesh colliders to my mech parts, and ofcourse adding them to an animated object using an armature doesnt work since it doesnt follow the animation. Because its a mech there is no parts that bend so is it a good idea to parent all the mech parts ( objects ) to the mech armature bones which allows the mesh collider to follow the shape as well. Would there be any downsides to this ?
Also on the side, all the mech parts contain skinned mesh renderers, can i remove these and replace with normal mesh filter and mesh renderer, as i dont see why use the skinned mesh renderer anymore ?
( i use blender modelling program / not sure how this sort of thing is done in games )
Answer by Barachiel · Aug 26, 2015 at 06:53 PM
There's no issue with parenting objects to the bones of an animated character, plenty of people use this to varying degrees and in varying ways for things like equipment. Of course, mesh colliders will collide with other colliders, including any others attached to the animated object. This can be alleviated somewhat with setting up layers, however.