Use low-poly collision mesh for a high-poly model?

So I have a high-poly zombie model (from Mixamo) - I’m working on a body-sensitive damage system where if you hit the head you cause more damage, hit the feet the zombie might fall, etc. So obviously I need good collision detection for this. Using primitive colliders foreach part is just too tedious… Using a MeshCollider is very expensive. So I told my modeler to create a low-poly/decimated mesh to use for collision.

But here’s the problem:

30998-prob.png

I have no idea how to align the low-poly mesh with the model… i.e. how to make the model ‘wear?’ his collision mesh? not to mention the character’s animated so he’s gonna be moving at runtime so the collision mesh should update too… (Note that the zombie’s using a SkinnedMeshRenderer…)

I’m just looking for ideas here/kickstarts…

Thanks for any help!

Certainly, in my opinion, the best decision is composite colliders with unique tags: head, foot, etc. It is interesting how define you in what section of a body hit when using meshCollider? Probably only on coordinates. On your picture at you objects don’t match. Check pivot point at your two models. For check simply move two your fbx on a scene to coordinates (0,0,0) and look at result. Also it is possible to check in any 3d editor. For example, in the 3D Max. Most likely at high-poly pivot to be below under feet, and in low-poly - in the middle of model.