If I understand right, ApplyMeshUVN is kind of like an automated version of flowalongSrf, where the mesh object’s bounding box is used to morph it into the 0-1 space of a surface?
So it sort of seems a flowalongsrf/UVCrv/ApplyCrv hybrid. But I feel like I’m missing something that could be very useful. The mentioning of ‘texture UV co ordinates’ specifically throws me off a bit.
Goal is to try and create several deformed states of a mesh object, to use as keyframes in an animation. Try to deform rather than distort,though.