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Procedural activation of keyframes of a cloned, rigged character
Hi, I have a character/joints that I have cloned, using a cloner in object mode, with a plane as the object reference. So basically I have a grid of 3×3 characters/joints. Now what I need is, for the first z axis, rows’ keyframes to activate, then the second and then the last. Normally if I had a cloned OBJECT, I would apply an inheritance effector to the cloner and use a box shaped falloff to activate a column at a time.
The problem that I am having is that the rigged character has multiple joints, and I can only apply the inheritance effector to one joint at a time. If I use an inheritance effector for each joint, it causes random rotations and positions.
Any help will be greatly appreciated.
Regards