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export a clone with turbulence to obj sequence
I was sure I had solved this at one point but now that I think about it, I gave up and went to a particle system.
Is there a way? I’ve tried baking the clone (the vertices of the clonesbeing turbulated animate over time). I’ve tried animating the object that is the “emitter” of the particles (the cloner is in object/volume mode) thinking the system would have to take that originating geometry into account for every frame and might recompute the position of the clones. I’ve also tried animating the cloned object for the same reason.
I get a whack of obj’s but with the vertices all in the same spot for every frame.
Apart from moving the play head and exporting each frame by hand to an OBJ (and I’m not even sure that would work), is there a trick?