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Chipmunk2d doesn't really have kinematic bodies like box2d.
Wouldn't setting the collision to none, giving the object a high mass, and canceling the gravity like below work?
sprite: chipmunk: on pre step
sprite: chipmunk: apply force rect(0,-self.chipmunk.gravity*self.chipmunk.mass)
I realize it doesn't match box2d's defination exactly...
[quote:23aut8md]A kinematic body moves under simulation according to its velocity. Kinematic bodies do not respond to forces. They can be moved manually by the user, but normally a kinematic body is moved by setting its velocity. A kinematic body behaves as if it has infinite mass, however, Box2D stores zero for the mass and the inverse mass. Kinematic bodies do not collide with other static or kinematic bodies.
Namely, not responding to forces. You can set the mass to be infinite with events but there is a NaN issue with the library when doing that so a very high mass is better.