Geometry nodes in #Blender are so powerful it seems at face value that it can replace the whole modifier stack. I will have to figure out what doesn’t work in the incredible paradigm. Anyone else know?

@frayoshi can one do blend shapes/morph targets and key frame animation and skinning weights? I could see it useful for setting up weights procedurally.

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not sure about skin weights particularly, for that you might want to use [Sverchok](github.com/nortikin/sverchok) instead @BenHouston3D :blob3c:
It is more technically oriented and requires math, but you might probably do that with it!

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