I've been using Cannon.js with Three.js a lot recently and they work great together.
There's to be one part which I'm struggling to find information/examples about.
Is it possible to rig a character model using Cannon.js default shapes for physics/collision simulations?
For example - https://threejs.org/examples/webgl_animation_skinning_blending.html
This is a Three.js SkinnedMesh (exported from a 3d application), it contains bones which simulate 'pre-configured' animations (walk, run, etc). I want to add Cannon.js shape's to each 'bone' and be able to use this model in my scene for collisions etc. Is this possible to do?