@fdt40: link works for me.
So I tried Montage’s solution and made all my static objects dynamic, and attached them to non-colliding static “anchor” invisible objects. While it did seem to improve the stretchy joints on the ragdoll somewhat it didn’t remove the problem for especially hard/fast collisions, and adding an extra display object, physics body, and joint to fake each static object was way too slow on devices I tested on, for the # of objects I have in a level. It basically halved my framerate. As Montage said, I guess I am out of luck.
I have spent probably a week on this one particular problem without a satisfactory solution or workaround. It seemed like there was some traction with Ansca on this issue a few months ago. Are stretchy joints still being looked at as an issue, or are they working as intended? [import]uid: 9422 topic_id: 3208 reply_id: 38909[/import]