Well, I'm just starting out, and I can understand it. I also really like how it looks. Just like a soft edge in Photoshop, but in Blitz on a mesh. Amazing. Last night I implemented EntityAutoFade to transition between the near and far antialiasing meshes, and it worked out perfectly. So just 2 sets should be fine. As for the 16 major moving parts of the body, I realized while they would need to be separated initially in Maya, that's just to expand each from it's own centerpoint before fusing them together for each animation frame. 5 meshes will be loaded into Blitz after that: The main mesh, 2 slightly larger close meshes, and 2 much larger far meshes. I don't have Maya up and running now, but I should be able to post at least a partial example tomorrow.