03-17-2025, 02:08 PM
You could simply do the blending with the referenced nodes directly, then load them into your Shape operator(s) with the proper animation ranges set.
I'm not sure that blending within the Shape operator will ever be added, as tyActors (with deformations enabled) already do that, and within the Shape operator it would have a tendency to disable instancing anyways, unless the blend ranges between particles were identical.
I'm not sure that blending within the Shape operator will ever be added, as tyActors (with deformations enabled) already do that, and within the Shape operator it would have a tendency to disable instancing anyways, unless the blend ranges between particles were identical.