I'm currently trying to set up a dRigidBodyArray to update dynamically over the timeline, with new rigids being first controlled by an expression that loops over each new rigid's initialPosition, velocity, and rotation attributes and sets them before they are created. This way large amounts of rigids can be added to the scene more easily, using a driver object and expressions - a bit more like a particle system.
However I'm running into a problem getting a rigidbody array to use these initial values - if new rigids are added to the array (by adding to the .numBodies attribute in an expression) all the new rigids use an initial position of 0,0,0, with no velocity, rotation, or spin. Would it be possible to modify this so the rigid uses it's relevant initial attributes during playback instead?
I'd be happy to contribute the final script to the community if I can get it working.
Thanks for any help