The values of morphTargetInfluences can be in the range 0 to 1, where zero is no influence and 1 is full influence. So if you set mesh.morphTargetInfluences[ 2 ] = 1;, then you are jumping to full influence.
However, in your app you are fading / blending between morph targets, so perhaps you figured this out already?
Hi, thanks for the response. I have tried to use tween.js for these values, but it seems to not have an effect. I know the tweening works because I can move the whole object, but not the values of the morphTargetInfluences.
I used this with no effect:
var tweenA = new TWEEN.Tween( mesh.morphTargetInfluences[ 2 ] ).to( 1.0, 70 ).start();
Hey prisoner849, thank you for this. I see that we are using tween.js differently. You seem to be doing the morphTargetInfluences change onupdate, and this works well for me too.
The above answer at stackoverflow just stated that it is not possible animated individual instances of InstancedMesh via morph target or skeletal animation. It seems this particular topic is unrelated to your question at stackoverflow.