I'm not sure if there's something wrong with the 3D physics engine.
I've got a setup (can't really post the code though) which removes joints and physics bodies, but it either does nothing or crashes.
Is there a special way to "de-physics" a 3D obect other than Delete3DPhysicsBody(Obj) ?
The joints get deleted (no longer exist) but I get a "program no longer responding" error when resetting them and/or the objects stay in physics mode.
I know most people would want to see the example, but I was wondering if i'm doing something basic wrong (de-physicing)
Here's the snippet though:
if InitialRigFlag=0
for x=0 to _MasterGrunt.RagdollChildObjects.Length
dObj=_MasterGrunt.RagdollChildObjects[x].ObjectID
if GetJointExists(_MasterGrunt.RagdollChildObjects[x].JointID)
Delete3DPhysicsJoint(_MasterGrunt.RagdollChildObjects[x].JointID)
Delete3DPhysicsBody(dObj)
_MasterGrunt.RagdollChildObjects[x].JointID=-1
endif
next x