Before compounds get into the game engine I had this idea of faking it until the real thing gets in, you have multiple dynamic objects and then use a constraint to give the appearence they’re welded together, then make them invisible and have a parent-child relationship with a no collision cover object to give the appearence of one object. Now I was able to do this with IPO objects without any python scripting (to give the appearence of a moving bucket). But I looked at the scripting in the 2.42 preview 22 demos and couldn’t make out the script.
So is there a script at all that can constrain 2 or more bodies together so they act as if it’s one solid body without rotation or twisting at the joint like weld 2 boxes for appearence of an L or T-shaped body without needing to wait for compounds?
Okay, let me get this straight. You want to have convex dynamic objects, so you’re combining a bunch of “building block” objects under one “sheet”.
If that’s right, then maybe all you need to do is this: Choose one block as the “head”. Parent all other blocks to the head and cause them to always run an IPO that sets them back to the neutral position. Because they’re parented, they should move with the “head”. WIll that work?
I didn’t say convex, but constraining a bunch of dynamic convex objects together to give the appearence of behavior of a complex dynamic mesh like a donut.
Oh, and IPO’s and dynamic rigid body objects don’t go well together.
Note i’m saying it has to be affected by the physics engine.