Hi Labo Gilbert,
These examples help, as they give a lot information. In fact they make it much easier, as they are not really splitting cells, as I had understand in previously.
What I see there is a loop animation, a very short one. It is from what I can tell a 2D animation, perhaps based on 3d models. They use two streams, and iterate the “new” cells left, right, etc.
If that is the process, and you say that Clones/Blend is not a problem for you, then there you have your answer. Create a pair as in the attached image. Animate these until you get a Loop. Note that for teh new popping up cell, you should have a “scaled to zero” version already placed there, or you start with a new one, if you like the effect of being “suddenly” there.
Thee videos have 2D textures, and tiled to the left and right, then deformed/distorted.
If you like to have that in 3D, then create the blue/green doted effect as animation, perhaps as blend if you like or as PLA, (Point-cache perhaps) and loop it.
Then use a cloner to get the left and right part. You can got from there and deform the whole package (Spline Deformer for example or if a locked off camera is used the Camera Deformer.)
This would cover the area of the cut-section of the skin. For the skin “surface”, you can use a looped section of your model, based only on the top parts. Here again, deformation of the whole package will deliver a more natural look.
I would work with low polygon models only, which a all based on four-sided polygons (quads) and which are prepared for HyperNURBS.
So, after all MoGraph is the main tool, but not as though perhaps in use like a Particle Emitter.
The described process might cause some question, do not hesitate to ask of course.
Good luck, Happy Holidays
Sassi