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Kineme3D Object Blend doesn't Blend UV coordinates
The K3D "Object Blend" and "Blend Renderer" nodes don't blend the UV coordinates of a mesh.
At the moment (kineme 3D 1.7), the UV coordinates are always those of the first object (blend 0). Even with blend set to 1 the UV coordinates are still those of the first object (while the xyz vertex coordinates are the ones of the second object, as expected).
Not sure if this really is a bug, but is sure is unexpected behavior.
It would be nice if they would also blend, just like the normal xyz vertex coordinates.
I attached a .zip with compositions that demonstrate the bug.
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