Overview
Blends two paths by Position (0-1) â a shape tween. Author two poses, such as a round ball and a squashed ball, and the in-between shapes are interpolated automatically. The entry point for "shape A turns into shape B": mouth shapes, blinks, rubber-ball squashes. Paths with different segment counts are matched automatically.
Usage tips
- Typical wiring: connect Path A and Path B, attach an animation to
Position with đď¸, and send the output to
path_fill/path_stroke. Position 0 reproduces A exactly, 1 reproduces B. - Corresponding points are interpolated, so build B by duplicating and editing A for clean blends. Two unrelated paths with different drawing orders will twist in unexpected ways.
- For three or more poses, chain morph nodes (feed one blend into the next blend's Path A).
- Timing tricks ("hold, then snap") belong in the keyframe curve attached to Position.
Common pitfalls
- The in-between shapes twist: the point correspondence between A and B
does not match. Rebuild one pose from a copy of the other, or align the
direction with
path_reverse. - Different sub-path counts: paired sub-paths blend; leftovers snap to whichever side Position is closer to (switching at 0.5). Keep the counts equal for predictable results.
Related nodes
motion/keyframe_clipâ drive Position (when and how fast the shape changes)path_deformâ procedural deformation (squash, wave); use morph for authored posespath_fill/path_strokeâ draw the blended shapepath_reverseâ align drawing direction (point correspondence)