mmm I should have explained better:
the scene is something like an assembly line, and the animated shape layer would be a chain (with a product at the bottom). So the basic animation is the null at the top going from left to right of the screen, with some holds in the middle of the screen. The bottom null would drive the overlaping animation of that chain when the Up null makes the hold.(And going down to find a paint bucket and then up again) Then the animation continues to the right.
So this is repeated like 50 times. The way the scene is done I can’t precompose anything (plus the client needs the scene this way), so I was faking it with the inPoint thing, so I just make the sequence once on each null.
Maybe there is a workaround to drive the bottom of the chain triggered by each shape layer’s inPoint?
(this is one of these cases where I could have it done by hand and finished it time ago instead of trying to speed the proccess via expressions, but now I can’t stop until I figure out how to do it via expressions! arg
anyway, if you think it’s a waste of resources, I’ll have to do it by hand
thanks again!