Current project has a simple mesh, in this case, a square, that needs to be folded in half, from any of the outside corners to the middle (but never more than one at once.)
Is there a way to assign the weights on a vertex to have full affect from more than one bone?
For engine purposes, best if I use bones.
Well no, but if I understand you correctly you might want to parent one of the deforming bones to another. Or work with constrains between them. That will also add some “realism”.
But if you are not satisfied with this solution, please explain your setup in detail or post a blend file.
Not… exactly. I need a way for two different bones to move the same vertex in different directions, at different times, both moving that vertex with 100 percent influence.
I might just have to brute force it, engine side, and destroy/spawn as needed with different meshes.
(Unless unity allows me to use different weights for the mesh in different @ animation files)
In this case i would add a third bone and give it 2 copy location constraints: one for each bone and their resp. axis.