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I have a spline with an empty following along it using a Follow Spline Action node. Then I have a mesh object with a Curve Deform modifier binding it to the spline and a Copy Location constraint to make it follow the empty along the spline. The action repeats over time with delays. In addition, the mesh elongates as it moves along the spline. I have a variable delay between repeats. It works great.

screenshot

After various experiments and tutorials, I am using Omar's technique of instancing collections to replicate this hundreds of times over a surface. How do I access the individual meshes within the collections to apply the individual variations to them? Is this possible with this technique?

enter image description here

Okay, it would probably be generally beneficial to get an answer to this question anyway. I have made the pared down version as per the image and blend file below. As you can see, when you click on the instances you cannot see the objects in each associated collection. The original structure allows the movement of the empty along the spline which can be animated using nodes. The instanced versions will copy that movement. What does not seem possible is to vary the speed, timing, attitude or scale of the instanced collection objects. So using this method to create a squadron of planes for example would not allow the variations one might find in reality.

enter image description here

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  • $\begingroup$ Have a look to the documentation: docs.animation-nodes.com/documentation/subprograms/loop Loop allows to loop over a list and apply something to it (your first image node setting here) $\endgroup$
    – lemon
    Dec 29, 2020 at 6:21
  • $\begingroup$ Hi lemon and thanks for trying to answer. I am familiar with loops but was having difficulties implementing what I wanted with them, which is why I looked at Omar's solution as above. I also looked into ChrisP's solution of instancing collections. In these approaches, the objects within the instanced collections are not differentiated as far as I can see, so the empties, the splines and the mesh objects all look the same. What I want to know is how to loop through the instanced meshes only when they are not identified as meshname.00x. Thanks. $\endgroup$
    – Graeme
    Dec 29, 2020 at 12:33
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    $\begingroup$ can u share file you are working on? otherwise we need to build entire thing from scratch. $\endgroup$ Dec 30, 2020 at 4:24
  • $\begingroup$ @Graeme, ok. But as said by Hari you should share your file so that the whole context is clear (because above avoiding to recopy your nodes, that also gives where and how the initial objects are, and so why you need to filter the meshes). Also could you provide a link to this "Omar's technique" (as I see nothing special from above that is a particular technique and why...)? Please use blend-exchange.giantcowfilms.com to upload. $\endgroup$
    – lemon
    Dec 30, 2020 at 8:05
  • $\begingroup$ Hi guys. Happy new year! Here's the link to "Omar's technique". He is one of the developers of animation nodes. blender.stackexchange.com/questions/141232/… $\endgroup$
    – Graeme
    Jan 1, 2021 at 12:41

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