I have hundreds of objects that crumble like rubble, and I’ve applied the physics, baked them and adjusted the resulting actions.
Now I have hundreds of actions named 'Action.001, Action.002 etc) and there’s no option to batch rename them to something rational, without doing it one by one. Repulsive.
I need a way to simplify this, and reduce the resulting clutter. My understanding of this is that I might be able to bake this into a geometry cache frame by frame animation, which could nuke the gross Action.### count in my file. However, then I won’t be able to edit the actions, which is lame because I can’t edit it on the fly to adjust for subtle interaction in the file I append to.
I’m sure there are better options and I’d love to hear them, I hope they are not too abstract so as to make it harder to convince people over to Blender… But I’m open to ideas.
If you also want to know how I think this aught to be handled, read on, otherwise that’s it.
My opinion is that actions should have an option to operate based on object data because it’s impractical to make a bone rig just to handle this kind of mess. It’s just not flexible to enforce actions to work only per object, that’s just another way you can’t complete work without checking a tutorial and changing a standard workflow in the process. There’s no good reason to generate so many actions that I don’t know the purpose for, that I could accidentally delete or overwrite, and that cause problems of further confusion when appending to other files.