Bug figured out!  new one made...

I posted earlier that I had collision detection active on a BranchGroup, and when I went to remove that branchgroup, I'd get an internal nullpointerexception, and the program would completely freeze. I discovered that the armingNode I was using to instantiate WakeupOnCollisionEntry was a transform group and not the actual geometry. When I changed it to the actual geometry, the branchgroup can be properly removed.
But! When I did this, collision detection doesn't seem to work quite right anymore. I have several objects with multiple geometries always colliding (like a turret in a tank, a simplication is to have the turret just sticking out of the base, so, in effect, it is colliding). Now that the armingNode is the geometry and not the transformgroup, none of the objects that are previously colliding can detect new collisions. Are there any workarounds that anybody knows of, short of writing my own collision detection?
Thanks!

java3d has not enough capabilities for detecting collisions.In your application how many collisions occur in a certain time. If it's more than ten it exceeds the capabilities of java3d. Also are the objects that have collsion behaviors moving so fast in the scene ? If they are , no chance for recognizing collisions . good luck again to all working with coll.sion detection .

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