setMorphAt( index, object ) {

		const objectInfluences = object.morphTargetInfluences;

		const len = objectInfluences.length + 1; // morphBaseInfluence + all influences

		if ( this.morphTexture === null ) {

			this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );

		}

		const array = this.morphTexture.source.data.data;

		let morphInfluencesSum = 0;

		for ( let i = 0; i < objectInfluences.length; i ++ ) {

			morphInfluencesSum += objectInfluences[ i ];

		}

		const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

		const dataIndex = len * index;

		array[ dataIndex ] = morphBaseInfluence;

		array.set( objectInfluences, dataIndex + 1 );

	}
Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
{@link InstancedMesh#morphTexture} to `true` after updating all the influences.

@param {number} index - The instance index.
@param {Mesh} object -  A mesh which `morphTargetInfluences` property containing the morph target weights
of a single instance.