I have added more functionality in the past few days:
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A default capsule collider for broad/quick collisions
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Ability to introspect/retrieve animated bone data(positions, name etc) in blueprints
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Fine grain Collision Detection for Animated Bones given an input test point in world space.
Documentation here:
Creature also exports to FBX for Bone Motors so animations that just use Bone Motors can
use the FBX pipeline route just fine.
More enhancements to follow!