Ragdoll rendering: skeletal mesh deformation from bone transforms #29
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Currently entities using MDL models are rendered as rigid meshes in their rest pose (T-pose). Bone transforms are baked into vertex positions at load time (
mdl/loader.jscomputeBoneWorldTransforms), and the entire mesh moves as a single rigid body based on entity position/rotation.For ragdolls (and eventually animated entities), we need to deform the mesh using per-bone transforms.
Server side
Client side
Notes
vphysicsbone simulation, so the bone transforms come from the physics system rather than animation sequences