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PhysX Skeletal Animation

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At the moment, we are using NxActor::moveGlobalPose() to animate physical bones when a ragdoll/character is not dynamic, then I ran into this comment in the PhysX documentation: When moving jointed actors the joints' cached transform information is destroyed and recreated next frame; thus this call is expensive for jointed actors. The function it's talking about is setGlobalPose(), I wonder if moveGlobalPose() has the same problem? And what's the preferred way of doing non-intractable skeletal animation in PhysX(We need to update physical bones for bullet impact report, but we don't care about other collision response)?

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first of all, moveGlobalPose is intended for kinematic actors, so make sure you've raised the kinematic flag before using this. In general, moveGlobalPose( ) is the way to go for what you're talking about.

for your second question, you'll want to make use of the NxUserRaycastReports that can be sent in as part of your raycastAllShapes or whatever you use.

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