Teleporter "Inherit Physics" setting
Not really sure what the setting should be called but...
When using a teleporter to attach a movable thing to another thing (eg. an object to a hand), it doesn't use physics at all. Then we turn off the teleporter, and because it wasn't using physics it thinks it's not moving, and just drops like a stone--regardless of any movement it actually had between the previous frame and the current moment.
This makes it very tricky to make things like grabbing and throwing objects (eg. for the secondary move controller). Instead we must use followers, and potentially multiple look-at-rotators for the orientation, both introducing lag... just to get it to follow correctly and release correctly.
It also means if you have a finely-tuned moving rig (eg. a car with suspension) and teleport the car body to it (to avoid messing up the physics), then secondary-motion on that car body is impossible to do with sculpts. You can do some things with physical paint, but that's not always what you need to do (eg. luggage attached to the roof of the car wobbling about a bit). So often, many gadgets are required to manually animate these things. The springy keyframes and such you've given us are perfect for this job, but cannot work because the teleporter prevents it, which is a real shame, and a bit of a nightmare to work around.
I can appreciate why the base object being teleporting can't be physically simulated, and that potentially jointed child objects could freak out when it first starts teleporting (which the creator can mitigate fairly easily if required)... but having this option available to creators would mean these things are waaaay easier to do these kinds of things.
It would allow easy secondary motion for complex rigs. And attach and release mechanics between objects that reacts nicely to physics. And allow the existing tools to be used for what they were designed for, even when a teleporter is involved.
(A related setting could be a "restore physics" when the teleporter becomes unpowered. This would make pausing physical objects while using a menu, and resuming simulation afterwards trivial.)
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