[SOLVED] When rotating bones, rays behave as if the mesh hasn't rotated

Your code worked fine after I turned off hardware skinning like so:

        SkeletonControl skeletonControl = new SkeletonControl(skeleton);
        skeletonControl.setHardwareSkinningPreferred(false); // added code
        model.addControl(skeletonControl);

In 3.0, software skinning was the default, but not in 3.1. That is one of the known gotchas in the 3.0->3.1 transition. For other porting tips, see the forum topic:

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