I am not sure if this is some more bad compound code or user error, can a code ninja let me know if I should work around or wait for a fix? #40767
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all versions of BGE
Compound objects together, remove object,(rigid bodies) then re attach in new point,
CompoundAssemblyV5_(1a)_(1).blend
I know the file is complicated,
It's a method to join compound objects and define the center of mass, and mass of "root object"
https://www.youtube.com/watch?v=ojv9-PJ-YlQ
in game
Left click=assemble
middle click=pick up/drop
Right click = divide compound into 2, or remove 1.
Changed status to: 'Open'
Added subscriber: @JacobMerrill-1
Watch video, see physics "ghosts""?
there is something imprinted on the child, that has to do with compound physics code.
I have been thinking what ever the bug is at play, it may be related to the compound physics causing crashing,
Can someone look it over and make sure it's not a user error?
(I printed a large set of debug data and there are no children on the object that is broken off and reparented, and the "root" object is brand new each assembly....)
our next step is just to spawn in new objects, transfer properties and delete old try to work around again, unless I can get some help....
it's holding back our game from placing on GreenLight.
so is this a bug or user error?
Description of file
Tmesh (spawned by each component) a Triangle mesh "Jack" identifier (triangle meshes can't be compound assembled) that
has a Component(a rigid body) stored in it as Tmesh['Component']
Parent=
cast ray, did it hit a object with 'Tmesh' in it?
if so
Component 1= sens.hitObject
cast ray from Component 1 y axis
Did it hit a Tmesh?
if so
Component B= Tmesh['Component']
what material was it?
MA+"Jack_x" = component slots
So hitting MAJack_01 = Slot 1
if Slot 1 Full ? (Component_B['MAJack_1']==False)
set slot to full (True)
Next move to hitNormal, and orient faces
Component_A['Parent']=Component_B
Get a list that is
Component_A+Component_B+Component_B['Children']
calculate center of mass, and mass
Parent all objects in ghost,
store objects['Children']=objects.childrenRecursive
move "parent"(Added origin object) to center of mass , set mass
then remove all parents from listed items
parent all children+Component_A and Compoent_B to "Parent"
this builds a compound object and works.
Removal is similar but it builds 2 lists,
Removed items and Remaining items
and builds 2 compound objects.
I think if there was error here, you would see it in the lists however.....
:(
edit -
Component_A= sens.hitObject['Component']
Ok, never mind it is a bug for sure
it seems if a spawned object from another layer has a compound physics bound,
and you add another, of the same object it does not have it's own unique physics bound.
https://www.youtube.com/watch?v=lvLennCqPqk&feature=youtu.be
Changed status from 'Open' to: 'Archived'
This not an help forum, it is a bug tracker, it is meant for you to report problems with Blender so that they can be fixed.
Please post this in an help forum instead, ask for help at #blender in IRC, or use any other means listed in http://www.blender.org/support/
it was a bug, its in the other thread