Looking for a way to offset the time of the clones of an animated object.
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As an example: I have this cube moving up and down using a Math Modifier(sine). Cloning this will have all clones move up and down in sync, as a straight line. I want to feed each clone the animation but with a delay between them, resulting in a sine wave of scaling boxes.
Clones are instances of the same piece of geometry, so you can’t change the timing for each clone as that would break this core principle. For a simple case like that, I would just use a Sine Effector and apply it to the position y, for more complicated scenes you’ll need to manually place the extra objects and offset their timing individually.