I need to do a following: given some object with multiple “shape keys” stored as a collection, scatter this object on another object, then morph each instance between those shapes based on some attribute which is individual for every instance. Yes, I am aware that individual instance morphing will only be possible if instances are realized. But worse, the node group which I made to progress through the shapes only executes once, not per vertex, and only works when the progression value is constant
(An example with constant value. I need this animation to have different cycle offsets over the model)
VariableShapeInstance.blend (1.6 MB)
Do you have any tips how to approach this problem? A bandaid solution will be is to store named attribute for each “shapekey” before instancing. But I’d like it to be a scalable, reusable system