I am having an issue with fbx collision shape animation. Here is the sample bbdoc replicating the issue, also attached how the collision shape is not moving along with fbx animation. Any solution? https://drive.google.com/file/d/1hmHgvttaBBmUWfd35woff5s6iTQfN9Uz/view?usp=sharing
From that screenshot I have no idea what is going on. If that green path is where the collision shape should be, then use Kinematic it's moving, so the collision shape will follow.
The green color is the actual shape which moves to the right, but the red-lines in the image is the collision shape which is not animating. The physics is already set as "Kinematics" but no luck. Here is the sample bbdoc https://drive.google.com/file/d/1hmHgvttaBBmUWfd35woff5s6iTQfN9Uz/view?usp=sharing
Here is the another reference where collision shape if not animating along with fbx shape. If anyone has solved this issue please let me know the solution..
@RaminAria I have just checked to see if a keyframe animation can be removed from the drop-down, but presently doesn't look to be an option even if the animation is removed. Better report an issue with Buildbox support. However, I have created this thread for FBX Collision Shape Animation Issue. If anyone has a solution please let me know.
@Sean Buildbox @Josh (Nology Games) @HueTheDev Any help I am unable to move the fbx collision shape along with fbx animation. Here is the sample which I am attaching The collision shape is not animating along with fbx asset. https://drive.google.com/file/d/1hmHgvttaBBmUWfd35woff5s6iTQfN9Uz/view?usp=sharing https://drive.google.com/file/d/1_Ch-v2D-vtz1IFd2-3DH-fT7C9y9h2PN/view?usp=sharing
You need to set the collision shape of the fbx to kinematic so it moves with the animations. You might also need to adjust the size of the collision shape by pressing the circle top right of the editor that brings up all the collision shapes for each object in the game that uses them
@spicedbeangames Thank you for response. I have already set the physics to Kinematic and I have selected the "Collision Shape" to "Mesh" and "Collision Mesh" to asset. The collision shape is jumping along with character, but the problem is it is not animating. You can see in the image attached how the collision shape hands are not animating along with the shape.
@spicedbeangames Here is the video which show how the collision shape is not animating. appreciate if any solution https://drive.google.com/file/d/1rJqVPVaSVof-H5EhvSVUGhZ-9O2_23t9/view?usp=sharing
@spicedbeangames @Sean Buildbox @Josh (Nology Games) @HueTheDev Here is the video which demonstrates how I have set-up the physics to "Kinamitics" and Collision Shape to "Mesh" and Collision Mesh to Character. Still I don't see the collision shape animation along with the character. https://drive.google.com/file/d/1PJ0j3ctcPbj2eKWl_tfIaVIvMDPYYN07/view?usp=sharing
@spicedbeangames Where do you set up the colision shape to by kinematic? I dont think this is possible. Even if it were possible it would slow down your game a lot
@Tars Tarkas here is my setup https://drive.google.com/file/d/1PJ0j3ctcPbj2eKWl_tfIaVIvMDPYYN07/view?usp=sharing Do you think it is a limitation with current fbx animation where colision shape can't be animated? I have approach support team but they haven't confirmed it is a limitation as of now. So still looking for a solution. One more what I have seen in "One Wheel" game the way path gets animation defnitely I thought collision shape animation is possible.
well the path is animated but the collision shape is not. I am the developer of OneWheel. the animation occurs in front of the character.
@Tars Tarkas Thank you and really good to know how it is achieved. Let me try and see if I can achieve it with the above technique.
In most cases when it comes to games, collusion shapes don’t often change. At least not the way you would expect. The animation is generally its own thing as the ever-changing collision shape could create a performance issue.
@Josh (Nology Games) Thank you for confirmation about how the collision shape works. However, I can still achieve with the above technique what I am looking for.