Thanks for the concern.
You got it right : i exactly did the 4 cloner lines like you depicted it 😉
Problem is i need them as randomized as possible and individually animated for giving a buoyant effect.
There is maybe another way to achieve what i need, but i don't know how to do it :
It would be to have two sets of triangles : the one in the assembled/path configuration, and one set in the initial conditions (underwater, randomly spread)
So i think there could be a way to morph all positions/rotations of one set of triangles towards the other set, through a cloner,
but the effectors axis is centered on each clone only if the Cloner's "Fix Clone" option is ticked, which destroys the manual setup...
Last solution is to forget cloners, and have each triangle using its own effector, and have them using the same falloff passing by to reveal the triangles from underwater.
Thing is i need tons of them... doing this manually would take ages...
Thats why i was wondering how to automate this...
All the tuts i could find about morphing cloners are using randomly distributed cloners on surfaces or volumes.. which doesn't work here because i must have a precise configuration to match to.