Quick walk-through of basic MG setup:

Create stand-in file with shading network based on Arnold userData nodes. In case of this presentation object with procedural noise texture has been utilized:


Shading network use userDataColor to define inner and outer color of an object. Additionally userDataFloat drives time attribute of noise procedural texture visible in the middle part of presented model.

Prepare animated object that will be used to populate instances:


Select animated object and create default mgAutomata network:

Create additional numeric input signal to control transitions (e.g. instance scale):

Create script transforming input signal:

float scaleFactor = inFloat[0];
vert p = inMesh[0];
float p.scale = 0.5 + rand(p.pointID)*2;
p.scale *= scaleFactor;
vector p.colorA = <<rand(p.pointID+1)*0.6, rand(p.pointID+2)*0.2, rand(p.pointID+3) * 0.6>>;
outPoints[0] = s;

Setup lighting parameters and render the scene: