[Geonodes] Animated, morphing "instances"? (Solved)

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
Image from Gyazo
(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

You can try this setup

VariableShapeInstance_test2.blend (278.0 KB)

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Amazing! I did not know that you could use Domain Size on collections like that (and turn the collection to single mesh using Realize Instances). Knowing number of items in collection, accessing right “shapekey” becomes trivial through index calculation.Thank you!

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