When you call collideMesh on an avatar, it saves the current mesh state of the avatar and performs all subsequent collision tests with this mesh. Animating an avatar will not update the collide mesh.
For some of our demos we added dynamic collisions with live avatars by constructing collision shapes for each major limb of the avatar and updating them every frame. We plan on including this code with the vizmocap module in a future release. I will try to post some of that code here when I get a chance.
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