This is always a problem and when it comes round to the top list I will probably be thinking of something to suggest.
If you are using the api i imagine you can do this easier by keeping track of your bodies.
That said there are some tricks ive developed to work around this.
Most important is the order you create the bodies.
Then if you have bodies that are static you can temporarily move them out of the way then back again. This means you can use the all bodies option.
this only helps so much..
so the next trick is to (not always possible) merge your bodies into a single body using some extra geometry that sticks them all together.. but can later be removed leaving multiple bodies. This sometimes causes problems if you are using a cutlist.
Other than that you may have to split the multibody part into several parts and combine them in an assembly.
Its difficult to help more without an example.
Can you post what you are trying to do?
I am away from my computer at the moment but can post examples of the techniques I described later.
Hi Mr Robert.
This is beautiful.
If you find the opportunity, please prepare a short video.
I wonder, and sometimes I'm having trouble about it.
Hello Rob, big like for your answer ,
Thats the way i made it but i hoped there is easier solution because this moving is very strange, but really thank for your response.
Maybe you could do it by naming the bodies, and then selecting by name as well. So a body created by a pattern feature would have the word "pattern" in the name, and you could sort that out by key word.
Thank you Matt,
This is also good idea, i will try.