diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ea6bc9c319..801a7db3a5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1344,7 +1344,8 @@ if (m_shape != null) { bool RigidBody = isPhysical && !isPhantom; // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition - if (!isPhantom && !IsAttachment) + // or flexible + if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) { PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( Name, @@ -3426,8 +3427,8 @@ if (m_shape != null) { } } - - if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints + + if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints { AddFlag(PrimFlags.Phantom); PhysicsActor pa = PhysActor;