That’s what I mean.
The constrain workflow allow to connect objects in an intuitive way. Approx. more than 15 years in the past I used Pro/Desktop for construction. The user was able to connect objects by a handful of constrain. A base part was set as fixed to the world, all other objects got constrains like align/mate/coaxial/orient/parallel. Finally the user was able to select the last part and move it per mouse or automatic movement in a defined range for testing mechanical mechanisms. If not enough constrains was set than the mechanism become decomposed.
Here an example in screenshots:
Three parts - the pink is set “fixed”
in the next step I will choose “center axis” for the two selected cylindrical surfaces
the same for the other pair of cylindrical surfaces
I used the “mate” constrain to move the blue and the pink part together
here the green part “mate” to the blue part
The mechanism is ready and I selected the green part and moved it upward.
At Rhino at this point Bongo could be used to move the green part based on keyframe parameters.
Connecting the mechanism was dome after I don’t used ProD for several years and I don’t read a manual. Only I know I need to select surfaced and add constrains. On this way I could create complex mechanisms like a folding grill without any problem.
(It’s the same a Rhino Works. If you like to test I’m sure I will find the old Rhino Works plugin so you could test it in evaluation mode at Rhino 5. Write me a PM if you want to test the workflow.)
I think, a constrain solver would be the big deal for Bongo 3. It’s a quite old, but very easy to use method and should available as basic method at Bongo. It wouldn’t break the current Bongo workflow and it would be a great addition.