Perhaps this could help? Haven’t tried this method with position offset but in theory it should work
Seems the above method works only with shaders
But there might be an alternative. If you multiply VertexNormalWS by your deform parameters and plug it into world position offset it sticks with the mesh
I was looking at the pre-skinned nodes; they seem to do what I’m looking for. Can they be apllied also to this type of World Position Offset animation like above?
Sadly the vertexInterpolator node does not work with world position offset
Perhaps you can use the material node “MS_VertexAnimationTools_MorphTargets” to get this working. I’m relatively new to VAT’s so it’s a learning experience.