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Time offset Instances of an animated object
I am trying to figure out the best way to go about this….
I have a sperm cell, in which i’ve rigged and animated. I’d like to clone a ton of these guys swimming towards an egg.
I’ve thrown the sperm cell into a cloner object, turned off instances, and used a step effector with a time offset. Now i have many sperm cells swimming around, and thanks to the “time offset” it doesn’t look like they all are moving exactly the same.
My problem is that cloning a ton of these sperm cells (about 5000 polygons each) is too much for my computer to handle.
Is there a way, or a another method in which i can use instances of the sperm instead?
Unfortunately, the step effector’s “time offset” option does nothing when I have “Render Instances” turned on in the Cloner object.I’ve also tried using Thinking Particles, but i run into the same problem…..emitting hundreds of sperm cells with too many polygons become impossible to work/preview. Actually TP seems like it would be great for this…..if i could figure out how to use instances instead of duplicating the polygons a hundred times….Is there a simple fix to this that i’m missing?
Again, I simply want to use the original sperm’s animation…but offset the timing of it……without having my machine crawl to a stop.
Thanks!
Dean