How do I update skinned mesh collision boxes?

Skinned meshes retain their collision boxes even when their bones are moved. Here’s an example of a rigged hand and its collision decomposition mesh. The index finger bone was moved when the mesh was imported but the collision box remains the same. Is there any work around for this?

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Mesh deformation is purely graphical, so to create collisions you can make invisible parts and then loop their position to the bone’s

local Bone = workspace.Terrain.Bone -- Your bone
local Part = script.Parent -- Your part

game:GetService("RunService").Heartbeat:Connect(function()
	Part.CFrame = Bone.WorldCFrame
end)
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Not the author, but thank you so much! I now have working mesh roads.

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