Thanks for the response, jviper. It sounds like you understand me perfectly. I need each mesh to have collision and mass, so it seems I can't just use the attachTo function. Ideally I'd like to create one big convex hull over all the attached meshes, but that doesn't seem possible to do in a hierarchical structure, so I suppose joints are the way to go. I don't need the meshes to move as if they are on a joint, but a joint seems to be the only way to do this, right? It seems like a bit of unnecessary overhead, but I suppose joints should work in theory.
I've attached the ship hulls with joints, and set the joint stiffness to 0, but the problem I'm having now is that the entire ship starts spinning around out of control, and each hull spins around independently. Is there anything I can do io make the hulls stand still? Here are the joint parameters I'm using:
GraphicEngine.Physics.SetJointStiffness(joint, 100);
GraphicEngine.Physics.SetBallJointLimits(joint, true, new TV_3DVECTOR(0, 0, 0), 0, 0);
GraphicEngine.Physics.SetJointBreakage(joint, false, 0);
GraphicEngine.Physics.SetJointCollision(joint, false);
PS: I would post a graphic here to illustrate my problem but I can't seem to post attachments. Not sure why it's not working.