Nope, I’m still perplexed about constraints, so none were used. It was done in steps and also with some video trickery:
1)Basically what I did was first drop a bunch of the RB gems into the chest and then did a visual transform to keep the gems in place in the trunk.
Next I took a RB proxy character (whos ray visabiility was turned off) brought him up from the bottom of the RB jewels in the chest to rise up, so the jewels appeared to be moving by his force breaking thru the gems… This sequence was then rendered.
Then I built the gem kid by individually placing new RB gems to form the shape when he is fully formed. I used a proxy form to help me place the gems. I then used a animated force to pull the gemboy in the air… and then drop him on to the rest of the jewels.
The sequence was edited first playing in reverse -jewel clump to gemboy, than played forward gemboy to jewel clump.
The two sequences had to be composted in aftereffects with a bunch of masking to make the 2 d boy appear.
the other sequence started by placing RB gems on the letters… allowing them to fall and then using a force to draw them to form a clump of gems. In the video this was just played in reverse.
It was a time consuming project, but I was happy how it came out, and it would not have been possible for me to do it, without the new bullet integration.