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So if you want two parts to ignore each other (in terms of physics) you want a blocker.
Perhaps it is necessary... I did test this without blockers but noticed no diffference.
This brings up one other point. Why even use fixed joints rather than static connections. I see one draw back that there are values that you can assign directly into the config for when a joint will "break" and what effects will be displayed.
Are items defined statically "unbreakable"? If all the non-moving parts of a vehicle were built with static connections and we dropped the vehicle from an altitude of 1000 meters would the vehicle stay intact (except for the jointed parts)? Or do they also have stress limits defined elsewhere perhaps in controller scripts?
Anyway... this is just "wondering" rather than needing an answer due to being stuck on something.
Thanks for the reply
Why I wasn't seeing blocker effects; when I was defining offsets and angles I had blockers off, got the object where I wanted, and then realized I hadn't set blockers and set them up.
When they were turned on, the parent and child objects weren't occupying the same space... so the blocker didn't "kick" the item off the parent.
Working on a different object and having blockers defined, when I tried an offset and angle the object went flying off due to it being a bit inside of the parents collision zone. So I guess it's helpful if you are trying to connect via fixed joint and don't want the object "intruding" into another part of the vehicle.