I'm trying to use OBJ level animatable objects to drive setups in SOP level.
In XSI/ICE I would:
- Add nulls to a group.
- Get the group in ICE and access common parameters on those objects like an array from a get node where the returned data for example for “group1.Position” was an array of vectors of the positions of each null in the group.
- The group is ordered and if I change the group membership order of the nulls the array data reflects that.
I know I can get similar workflow with an Object Merge SOP, but I don't see a way to reasonably allow an artist to reorder the list of objects:
- If I use a @bundle the order is according to the object name, so this is not practical, because I don't want the user to have to rename objects either to control the initial order or for example to insert another object in bundle in the middle of existing objects (if I have c0,c1… c98, c99 and I want to have a new object after c50, I'll have to rename all from c51 onward to add 1 to their suffix.)
- If I simply add multiple objects in an Object Merge SOP is both cumbersome to do for a lot of objects and I can't change the order of them afterwards.
something like this would be handy, or if there were arrows in the entries
![](https://i.imgur.com/576JRGh.png)
A OBJ level Merge node would be great since it simple allows to change the order of the inputs. Is there anything like this or some workflow I'm missing?
![](https://i.imgur.com/gvZ78l6.png)
Cheers