Why are you thinking that I said you need to weld them somehow together using ONLY engine api?
You CAN control coordinates and rotation of rigid body even with applied gravity or forces. So you can USE this!
And do NOT think you can move bodies only using transitions. As many geeks said physics engine calculations will counteract with transition calculations, so you need to use your own controllers instead of transitions, this is important.
Remember, this is not the best and usual way, use in non-standart situations. (can read one at the end of this post)
For example, at rubbish dump level you need to create a boss monster. Best example will be a big transformer assembled from pieces of garbage. each piece will be a single independent rigid body with gravity scale set to ZERO (!) so you will be able to APPLY FORCES, but easily KEEP THEM ASSEMBLED TOGETGHER, all forces while counteracting will balance each other so the final result will be equivalent to summary mass like body is whole, or THE SECOND WAY you can use STATIC bodies, while they can react on collisions and other irritants and you can move/rotate them
So if you need to write your own controller, lets check, maybe we have some advantages:
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On each serious shot/impact you can tear out and throw away a piece of monster «body» or you can add another one, or your boss will be able to pickup and cling a piece to it’s body
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You can use skeletal animation - one piece of garbage will be a hand, another wil be a mace/club and so on
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You can bind dependant chains/ropes to each independent piece to represent hair/stripes/tentacles/fallen out internal organs/cannons and so on. (also you can bind particle emitters!)
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You CAN/MUST apply gravity and forces to bound attachments from above p 3.
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You can easily simulate gravity, jumps and complicated trajectories using simple sine/cosine trigonometric functions, in example sine( from zero to 180 degree) to simulate jump
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Each piece can react on force independent from others while you keep it near, such air-swimming effect swaying in the wind.
But the most important thing: you have an outline of your «big» body. On the borders you have first set of rigid line bodies (invisible) closely each near other (very closely, as closely as better collision precision you need). Under this first set you have another one set of lines (or somwhere behind the screen, in some place, doesn’t matter, you can put them to right place anytime you need). When you need to scale up your «big» body, you just pushing apart each from another lines from first set to give place for second set. Doing so you have good collision contour any time and with any size.
You can easily control this array of lines by translating them all or rotating relatively to the center of big body.
Of course this is very simple exlpanation. In each situation you need to invent your own way, but I think you understood basic idea.
I’ll give you another example: you are shooting bullets in a boss and this boss grows in size with each bullet hit and shrinks back on shooting delay. And you need to make an animation where this boss is scattered in parts and restored again on some condition. And you need this boss to react on all physics. How will you realize this using ONLY standart physic approach?
Now I have a lot of work, I’m very tired, maybe I have badly expressed, if I will have more time I will do an example later.