Offsetting start keyframes of instance animation

I’ve got a rigged and animated piece of geo (imported as an FBX exported from C4D) which I’m instancing. It’s a bird flying, and I’d like to offset the starting frame of each instance’s animation so my flock isn’t flapping their wings in sync.

I can’t find any way to do this because there doesn’t seem to be a parameter on the Instance or Instance 2 tabs of the geo that refers to the starting frame of its animation. This must be possible - does anyone know?

I’ve been thinking about this kind of thing a lot lately, and I think this might be one kind of direction to go. I don’t know that this scales well. This kind of approach probably works up to a point, but then gets messy. It might be better to better think through how to make the offsets, and then do the math of adding that into the original animation CHOP stream.

This is at least a start though
base_animation_offset.tox (3.49 KB)

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I’ve also been curious about this, here’s a way I like where I set a trail chop to have the same window length as amount of frames in the animation. If you have your instances perfectly ordered the effect will just look like an echo’ed animation, but if you randomize the points then you can get a flock of offset looped animated birds like you want.

I have been trying to figure out how to use custom point attributes per point to really be able to control instance animation but this way so far is just easiest for me.
animOffset.toe (10.1 KB)

Woah haha, check this out point numbering is way more fun with a grid. This is so cool I love touch designer!
donutArmy.toe (10.2 KB)