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StevenPearce avatar image
StevenPearce asked FlyingRaccoon commented

Skinned meshes in cockpit culled as camera zooms in/out

Thank you to those who helped me on yesterday's question. I have now implemented my gauges using skin & bones for vertex animation but have encountered an issue. The skinned meshes appear and disappear based on the zoom of the camera. This feels like a bug to me, but I hope I'm just doing something wrong here?

buganimation
wtfzoom.mp4 (4.2 MiB)
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FlyingRaccoon avatar image
FlyingRaccoon answered FlyingRaccoon commented

Hello

Several suggestions on this:

- It can come from that mesh bounding sphere being misplaced. Make sure your mesh is located at the right place before animating it. If your first animation frame moves the mesh far away from its original position, the culling based on the bounding sphere (generated at the original mesh position) can cause such problems.

- Do you have your withInterior_forceFirstLod parameter set to true in the model.cfg?
If not, make sure it is or make sure your animation is correctly set in all LODs

- If none of this is working, try putting this animated mesh in front of the gauge to make sure it's not a z conflict issue.

Regards,
Sylvain

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None of these things fixed it, but I resolved the issue by putting a 'T-Pose' with the gauges in the full position at Frame 0. Previously frame 0 had the animation for the gauges in the empty position.

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Yeah ok so bounding sphere being generated from frame 0, it was basically too small.
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