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- ActiveObj.game.physics_type = 'RIGID_BODY'
- ActiveObj.game.use_collision_bounds = 1
- for obj in bpy.data.objects:
- bpy.ops.rigidbody.object_add(type='ACTIVE')
- import bge
- cont = bge.logic.getCurrentController()
- own = cont.owner
- own.suspendDynamics()
- #OR
- own.restoreDynamics()
- import bge
- cont = bge.logic.getCurrentController()
- own = cont.owner
- own.mass = float('inf')
- import bge
- own = bge.logic.getCurrentController().owner
- if 'ori' not in own:
- own['ori'] = own.worldOrientation.copy()
- own.worldOrientation = own['ori']
- own.worldAngularVelocity = [0.0, 0.0, 0.0]
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