I would like to duplicate an object along a path, and also have the ability to manipulate the orientation of each instance individually.
Expected result:
Like in the picture above, where each object's orientation is determined by some unit vector defined somewhere, and possibly each object is just an instance of a duplication.
What have I tried #1: mesh & dupliverts
Parenting the object to a mesh, and selecting "Duplication > Verts" on that mesh, results in all the objects having the same orientation:
I'm not sure what happens exactly when I enable "Rotation" under "Duplication":
I know it should be possible to make the "vertex normals" count, but I don't know how to do that, and how to control these normals.
What have I tried #2: curve & dupliframes
Parenting the object to a curve, enabling "Duplication > Frames" on the object ("Speed" un-checked), then changing the "Frame number" in the Curve setting to match the number of Bezier handles.
This would be a worse solution, as the duplication would happen at each 1/n-th of the curve length, not at each Bezier handle. However, it doesn't work as the duplicated object don't seem to orientate according to the Bezier handles:
What I'm looking for
A solution that uses duplication, modifiers, standard mesh editing tools, or even python¹ would be appreciated. Consistent results are crucial!
Using particle systems wouldn't be great, as it's complicated to have fine control over each single particle/hair.
Please no animation nodes, as I can't seem to fully comprehend the pipeline. It'd be fine only as long as the solution is guaranteed to be the same, and already evaluated, every time I open the file, and static at every frame.
If I can't obtain this, I'll have to just manually (or via script) duplicate and adjust the objects, which is nonoptimal as the file size and memory usage would increase.
¹ I'm thinking of something like my attempt #1, where the orientation is linked (how?) to the vertex normals and python assigns these normals, if there's no GUI way to accomplish this.
Edit: @Lemon's suggestion (particle system)
One way to introduce some control on the orientations is to create a mesh with N vertices, assign a particle system to this mesh with
"Render>Object"
Emission: Number = N, Emit from: Verts, "Random" un-checked, Velocity = 0, Physics = No, Rotation enabled.
One can then play with the "Rotation" settings.
However, having control over "Rotation", in a way not limited to "Phase" and "Random", is what I need. I can start from one of these settings, but then I need to be able to control and adjust some of the particles.
The file
Attached:
Updated with @Lemon's suggestion: