I didnt realize the colliders in unity could not be deformed with the spine gameobjects. I need to add bounding boxes that utilize weights. The weights need to be exactly the same as the images that have been weighted so the bounding box follows the bends and trajectories of the players images. How can I do this quickly without manually adjusting every single weight? Can I copy and paste weights from the meshed images?
TIm
Edit: I have created three seperate bounding boxes for my player. One for the upper torso, minor issues with stretching the bounding box mesh when the arms move while aiming.
The other two meshes are really solid and I have used them for the left and right legs.
Going to implement into spine and then test the collision detection of the upper body with objects in my Unity scene to determine if the left and right arms need their seperate bounding box attachments. Also interested in the performance requirements of the bounding boxes as I know that polygon colliders in Unity use a lot more resources then do the box colliders etc.
Further Edit: Have now added Bounding Box follower scripts to my updated spineGameobject. Now it seems that they colliders are greyed out so they are not working. Also they seem to move in relation to one another. Assuming they are pushing on one another after being placed onto my character. I also now have four rigidbodies on my character one on the main character and three on all of the bounding box child objects. Not sure how to proceed but will keep fiddling. Any help appreciated.