If I understood your question correctly, you are looking for something like this:
connecting index 1 of each item to the next and so on.
You can do this simply by getting the point positions of all objects and iterating through the positions and creating a new array of positions. creating one array for each index position. [1,1,1,...],[2,2,2,...][3,3,3,...] etc. (given that all objects have the same number of vertices)
The graph would look something like this at the top level
1) Get point positions of all objects
2) Create an iteration node with the max number equal to the number of vertices of one object. (first_in_array and array size are needed)
3) Create a construct_strands node
Inside the iterate node:
1) Create a compound (Ctrl + G, without any nodes selected)
2) Connect the point_positions and the current_index to it.
3) Set the point_position port on the newly created compound to auto-vectorize (set port type to Array<Math::float3>)
Inside the newly created compound:
1) Create get_from_array node to get the index from the array of positions. The output will auto vectorize to an array of float3.
On the top level connect the newly created Array<Array<Math::floa3>> to construct_strands node.
The output is Array<Amino::Object> , array of strands (one strand per index )
There are other ways of computing the arrays needed for creation of the strands.
In the attached scene file I've included 2 other ways of computing the positions (for_each, auto vectorized compounds)
I hope this helps.
Aslan Jafari
Sr QA Analyst