Scaling Physics Body

Hi,

I have been looking into scaling a physics object and realise that it is currently not possible…  

I have read in a few posts that this effect can be achieved by removing the physics body and recreating it…  In the following code I have added a touch listener to an object that sets the isTouch flag when touched.  I then have a “enterFrame” listener in my main code that triggers the following piece of code.  My problem is that when I set the gravity “physics.setGravity(0, 9.8)” the object just skips up the screen (if I set the gravity to 0 then it works perfectly but is stationary), it does not matter what I set the density too.

Thanks

[lua]

function balloon:newFrame()

     physics.removeBody( self.balloonImage )

     local scaleValue

     if self.isTouch == true then    – check if object is being touched

         scaleValue = 1.025

     else

         scaleValue = .99

     end

     self.balloonRadius = self.balloonRadius * scaleValue

     physics.addBody( self.balloonImage,  “dynamic”, { density=.5, friction=2, bounce=0.9, radius=self.balloonRadius} )

     self.balloonImage:scale(scaleValue,scaleValue)

 end

[/lua]