Vytas_vrauckis,
The direction of moving was not important in my example, it just need to be away from the center, then in the center and away again. The key here was: no influence, influence and no influence, I could have done it with “strength” set to 0, then 100 and back to 0. All clones have the same position (axis) so a falloff wouldn’t trigger those differently.
There are several methods to do this, while the clones have the axis on the same position. The first one would be to set them up as Linear in ,e.g., Y direction and then use a Matrix set to all positions to the same, with an Inheritance Effector to place the clones “correctly”.
Simpler is the way with the Step Effector, whereby the initial one sets all clones apart (set the spline curve in the effector to linear) and then have the other Effectors work on it, with a second Step Effector the initial steps are reversed.
The Step Effector set up is here. While the Plain Effector is now working. Note that the Movement of the Plain is determined by the Step Effector settings. If the Clones would have been shifted in z +/- then the Plain Effector would have to move in z, even its P.Y parameter moves the Clones in Y. (It might work with the Spherical Falloff, thought
Scene file
https://www.amazon.com/clouddrive/share/pQ1Qhg5R3B5yRvm8UrFXjid8NwPYiqPCqRVNXljBgvV
Scene file with the Z direction, the second Step Effector is switched off to show the effect, run it, then switch it on.
https://www.amazon.com/clouddrive/share/UAvYoyUNORxHRLPOH69rv8e1jxnHXchvXh2KScPq7m5
However: The clip with the example showed a less sine wavy movement, more an random. Hence why I did not even considered the Plain effector.
Which could be done in many ways. E.g., placing the Plain Effector to an Vibrate tag. or using an Random Effector first with Weight as the only influence, and then set the Weight of all others to zero. In this way they rely on the Random Effectors Weight and produce a different result each time, if the Turbulence is set (animation).
Cheers