Think of your elbow: when your arm is flexed, your elbow tends to look more wrinkly. But bend your arm and more of your skin stretches, making your skin appear more smooth.
This happens all over your body and is something I only just thought of for adding realism to an animation, but how do you set this up properly in blender so you can displace a specific part of a mesh less as another bone bends or moves?
Hmm, this does do some of what I was looking to do, but not quite.
I’m sculpting all the wrinkles onto a multires mesh, but the shape keys won’t affect that sculp, nor would I necessarily want them to because that’s a ton of processing that will slow down my workflow.
So, if I’ve already sculpted wrinkles, how do I dampen those wrinkles with a driver, given that the shape keys will only affect the base mesh in edit mode?