Add multiple (not parentet) objects

Hey there!

I have a problem again and I hope you guys can help me :slight_smile:
I am working on a zombie shooter and I want the zombies to be replaced with a ragdoll model I made today.
But I dont know how to add the entire ragdoll zombie at once, as it consits of 12 objects.
I cannot parent all objects because some are rigid bodies.
So is there a way to add multible non parentet objects at once so they are also in the right world position?

Thank you!

put an empty in the center of your ragdoll, go to the physics panel and change it to no collision, then parent all ragdoll pieces to it. Then you just have to add the empty object during the game and it will add all the objects attached to it.

Thank you Kevin, but it does not work like this because the rigid bodies wont act like rigid bodys when they are parentet to an object :frowning:

You could use python, I’ll try to make a quick example:)

Edit: hmm its harder then it sounds:(, the objects lose there link with each other when their added, mabey someone else has an idea?

Hmm I didnt manage to do it as well, I hope there is a smart way so I dont have to add every object individually :frowning:

Have them all un-parent ?

so spawn “parented” and then unparent the instant they spawn?

always---------------and---------------------remove parent?

Thanks BluePrintRandom, but it does not work since in game parent is not the same as normal parent :frowning:

You can place them into a group.
Then instantiate the group at an inactive layer.
in-game addObject the instance.

You will get a copy of the group members too.

Thank you that helped me a lot!he problem that
I can now add the group in game, but now I have the problem that the rigid body are added but they do not have rigid body joints anymore.
I am gonna give you the blend I think it says more than 1000 words :slight_smile:

Attachments

zombie.zip (1.41 MB)

oh , as say Monster using group solve a lot of problem (without this is really complex)

afaik you have to remake the constraints in a script , but if you use ever the same kind of constraints is not too hard.
just a copy and paste .
now see the blend, so i can see if my teory(not too hard) is True

more easy than expected (in fact i have expected 6DOF, instead ,“ball” is a lot more simple )

how you can see , i copied the value from the constraint UI to the logic brick property . (3 property)
then with a loop python rebuild the constraint .:wink:

…i cant upload , the full file, i cut the texture .

wow , done

Attachments

zombiePythonics2.blend (260 KB)

Thank you Marco that solved my issues :slight_smile:
Thread is solved!