I could use the instancer, but I need to have every instanced piece of geometry to bend and jiggle individualy. As far as I know, the instanced object can deform on a per instanced object basis. I have worked around my problem thoug. I choose to shift the solution backwards a few frames. So what I did was this: I know at every frame where my particles are at the moment. I then store these postitions on locaters, and compare this position 2 frames ahead. With these 2 positions I can now reduce everything to a mere orient constraint. Thanks by the way.