Using Wave Modifier instances in Animation node In animation nodes is it possible to take an object data path output and run it with an instancer? 
 I am trying to give a ghost type effect to the wave modifier on text.  Throught the wave of the text, I want to be able to see a slightly invisible version of where its going. 

I can do what i want to an object, but the modifiers do not get instanced in animation nodes.

also it looks as if I am instancing it, however that is just the data from the wave modifier, as well as the wave modifier applied to the object. I cant get more than these 2 instances or manipulate the second instance (x,y,z space ect.)
Actions in Animation Nodes are abstractions of F-Curves, or possibly other data. So actions are not effective when it comes to animations that depends solely on data such as the current frame in this case.

If I understand what you want to do correctly, you can use the time offset parameter of the wave modifier. So, instance your objects using the Copy Full Object option to copy the modifiers from the source object to the instance, and modulate the time offset parameter using an attribute output node as follows:



Ghosting Value

What you can do is set the pass index of object to an arithmetic sequence, then in the shader, sample the object's pass index, and divide it by the number of instances as follows: