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-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index c6140743950..22ad5e1671b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1389,16 +1389,14 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
}
bool isCompoundChild = false;
- bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD);
+ bool hasCompoundChildren = !parent && (blenderobject->gameflag & OB_CHILD) && !(blenderobject->gameflag & OB_SOFT_BODY);
/* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller
- * and cant be apart of the parents compound shape */
+ * and cant be apart of the parents compound shape, same goes for OB_SOFT_BODY */
if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) {
-
- if ((parent->gameflag & OB_CHILD) != 0 && (blenderobject->gameflag & OB_CHILD))
- {
+ if( (parent->gameflag & OB_CHILD)!=0 && (blenderobject->gameflag & OB_CHILD) && !(parent->gameflag & OB_SOFT_BODY)) {
isCompoundChild = true;
- }
+ }
}
if (processCompoundChildren != isCompoundChild)
return;