by Skinnytorus » Sunday, 27.July 2014, 12:23
1) I see now. If I adjust joint transform controls in RB operator with anim stopped, actors return to their default positions. I have to start the simulation in order to position them. Would be better to be able to adjust them in real time without sim running i.e. like ordinary transforms.
2) I've got that sorted. Thanks. In your examples Multiply works only in respect of the free (unattached) actors which is good imho.
3) IMO there should be in fact 2 operators: for multiplied RBs and for custom RBs to form a chain (stacked above from left to right). It might be as well a single operator working in two modes - up to you.
In multiply mode, the operator should work in these sub-modes:
a) First mode - only Multiplied RB on input 1. The multiplied RB with index of 0 is parent. The others are links in the chain.
b) First-Last mode - only Multiplied RB on input 1. The first and the last indexed RBs in multiply are parents. The others are links in the chain.
In custom mode the operator should work in these sub-modes:
a) First mode - RB with index of 0 (from left to right) is parent. The others to the right are links in the chain.
b) First-Last mode - The first and the last indexed RBs (from left to right) are parents. The others in between are links in the chain.
So... What do you think?
Edit: In fact, it would be cool to make such chains multipliable (ChainMultiply operator? )(jelly fish tentacles, hair, etc.)...