I'm having a little problem right there:
I have 5 different rigged zombies with different animations, so in the outliner they're armatures with a child mesh of the zombies:
What I want to do is scatter them on a plane randomly, either with a hair particle system, or a geometry node distribution.
My problem is in both cases, if I take the "Zombies" collection as a the source and ⚠ I don't want to use "whole collection" as I want each of them to be randomly scattered, not the group as a whole ⚠ , the particle system (or geo node distribution) actually goes a bit too far in the separation process and scatters the armature separately as it's own object !
Is there a way of doing what I want, which is to non-destructively use the armature and it's child mesh as one object in the collection that the Particle system (or geometry node point distribute) sees ?
I could "use count" in the particle system and remove the armatures, but it's tedious and doesn't scale well (and more of a workaround as well), also I really want to use geometry nodes instead and there's no such option (yet) anyway.
Right now I'm just trying to scatter each "object" mesh separately on it's own particle/hair system or geometry node point distribute but it's also tedious and is gonna be a pain if I start to introduce even more different zombies.
I don't know what to do so if you have any idea I would love to hear !
Thanks you guys