Stretch a Complex Object Via Vertex Groups?

Hello all

I’ve come to find out that the exporter for my game does not support stretching/scaling via keyframes. However what can be done is to parent vertices of an object to bones (call this Armature 1) that follow the location of the stretching armature bones (Armature 2). Still, the exporter fails to recognize the stretching armature’s (2) movement, so the former following armature (1) will not animate either.

  1. How can I bake the movement caused by the Copy Location to Armature 1? ‘Bake Action’ works but as soon as the Armature 2 is deleted the movement doesn’t work.

  2. I have a very complex object. As stated, stretching/scaling does not directly work. The only way to deform mesh is by parenting vertex groups to bones.

I know that vertices can belong to multiple groups/bones. What is the best way to get equal scaling/stretching throughout as if I was scaling it along that axis?