This is my first real stress test of the Meshfoot system since I ported it from 2.49 to 2.6.3. In this scene there is only one OBJ source of a horse galloping. There are four Meshfoot managed objects each with their own time stretch but referencing the same gallop sequence. I used the particle system in None mode to simply deploy a number of horses from a group across the emitter surface. The particles are born on the first frame and live for the length of the animation. The group is made up of the four Meshfoot horses. A curve was drawn to be used as the path. The curve is shrink wrapped to the surface of the ground. I used the curve modifier, applied to the emitter to shrink wrap it to the ground as well. The result is the emitter can be slid across the surface of the ground and it will conform to the ground. When the frame changes, the Meshfoot system updates the four managed objects. Then the particle system deploys it's particles picking randomly from the group of four horses. By moving the emitter constantly forward a sense of flocking takes place.