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;