In Lightwave various deformation animations were most easily accomplished via morphing the mesh thru space while the bones stayed put. Off the top of my head are “squeezing thru a keyhole” and “unrolling a ‘carpet’” type animations.
Is this a logical approach to similar tasks in Blender, or are there better, simpler ways to approach it?
Morphed bones in LW only makes bones affect the object after morphing instead of default before. That’s why it was used to make extrusions along bone chains as LW didn’t have any spline tools or extrude tools. In blender you can use the curve tool or the curve modifier to extrude along a path. To roll an object or unroll with bones there is no need for morphed bones. Just go to pose mode select all bones and choose induvidual origins and hit r and rotate to get a rollup effect. Good luck!
I’m not attempting anything specific, just trying to get my mind around different workflows.
Decaling (as a Material, not a shrinkwrap) is currently kicking my *ss. Unlearning LW methodologies is the biggest challenge, although I see many folk also struggle w/it, so I’m not uniquely dense.