Leki wrote:omg, guys... I play with "monsters" nowdays and I'm thinking about theirs "brains" etc, as you know.
I tried to made some ingame tests, when I hit the wall. I complettly forgot that super cool optimalisation "feature" what removes monster from scene, if there is not capsule or devil knows what in the viewport...
It's really pain. I make some 3x4 cells moster to test potential "bosfight" possibilities (monster have hit zones - weak rear side, strong front side etc) - so you have to run aroud, hit right parts etc. It works well - but that model flickering is terrible...
I found how to prevent vanishing if monster is in guard mode (I linked mesh to RootNoode, so if there is one pixel of mesh in viewport, model doesn't vanish), but in default (moving/fighting) it's hell... If mesh pivot (or capsule or smth else - dunno yet what) is out of viewport, it vanishes.
Now I will try to split monster in some independent parts to try to solve this problem or try to find out some solution, but PLEASE - add one of most important features into your's components:
smth like "allways visible = true" or smth what will ignore "engine optimisation features", so we can prevent vanishing from scene.
Edit: original crab do vanishing. Just do freelook and if his pivot is out of viewport + 1/2 of cell or smth like that, it vanish ( see the legs). Crabs size is allmost the cell and cutting angle is too small for him. So there is nothing with bounding boxes an visibility.
Thank's a lot!
I had this problem with my ORRR2 Blacksmith (that's part of the reason it got cut from the room) ~several times the vest or beard would vanish.

The same thing happened with the bellows bag in my room. It has to do with the static bounds. To get the bag to remain visible, I had to ensure that the object bounds was large enough to cross every cell that you can stand in where the bag is visible. It sounds like what you need to do, is center the bounds on your monster, and enlarge them enough to enclose the entire static pose of your creature.
I had the idea for multi-tile monsters, and one thing that seemed needed to me, was to add code to its onMove hook to spawn (and destroy) a damageable blockers in any cell that it logically blocks while moving or standing. These blockers would be invisible, and do direct damage to the monster when hit.
[Dragon]

[BIG Dragon]
