My final goal is make a Chess-like game: I need to spawn different characters in a chessboard… so in each box a character may appear.
The problem (that causes me a headache): I used the “edit object”->“add object” actuator on an “empty” to add the PG that I want… But the PG has a cape made in softBody, pinned at the char with the constraint “rigid body joint”, and this constraint is parented with the armature (target: armature), so if the PG moves around, the cape follows him.Obviusly the edit object/add object add only objects that are parented directly; so on the board appear only the character without the cape!
I rather avoid to add bones at the cape, since the softbody effect works great.
I thought to make all the object invisible and set visible when i need… but I prefer to avoid that too since even invisibles has physics still on.
There is a workaround? or different way to do this? I tried all sort of tricks , there isn’t a way to parent an object without sharing the physics? (just babbling)
Bye for now and sorry for my rubbish english.