The Morphing demo illustrates how a Morph node can generate many frames from a
few GeometryArray's using an array of Weights.
I have a case where I have detailed geometry for many frames and do not need
interpolated intermediate geometry.
I am wondering whether it is better to use morphing with weights:
1 0 0... 0
0 1 0... 0
0 0 1... 1
or better to attach all geometry to the graph and turn individual branches on
and off to achieve the same effect.
Does anybody have any experience in this area?
Thanks,
Dave Misch
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