"Delete Hierarchy" on a Collection leaves behind undeletable Rigid Body World Objects #100603
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Reference: blender/blender#100603
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Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Upon deletion of a collection using "Delete Hierarchy" any Rigid Body objects within the collection are deleted, but the Rigid Body World duplicate objects remain. The objects continue to participate in simulations, but are undetectable via the Outliner. Without direct access to the Rigid Body World collection, these objects are undeletable and break the file from a user perspective.
Added subscriber: @TestPilot02
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
You can change the Outliner to
Blender File
mode, then you have access to the RigidBodyWorld collection and its members:{F13414950 size=full}
You can delete objects from there.
@TestPilot02 : does this work for you?
That worked!! Though I could only hazard a guess at what I'm deleting. There are thousands of greyed out objects within that collection, so I deleted them and it worked but it also deleted all of the hidden items in my scene that were also RB's.
While this was a solution and major thank you for it, I still feel this is an ongoing issue and incorrect behavior that these objects aren't being cleaned up as expected.
Currently I don't know of the best method to delete a collection and it's contents easily without causing this issue.
Thank you for your assistance!
Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Added subscriber: @mont29
Maybe @mont29 has an opinion?
(certainly not a bug, just asking if this has come up before -- and if there are ideas to improve the situation)
Changed status from 'Needs Developer To Reproduce' to: 'Archived'
That's why it is typically better to have the rigid body collections also instanced in the scene's viewlayer (even if disabled there)...
But indeed this is basically known 'issue' currently, rigidbody system is at best in maintenance and needs a complete redesign, and general issue of objects/collections handling when not instantiated in the scene is a known design task that we also need to tackle at some point.