Is there a way to adjust vertex weights based on the current value of a shape key?
What I want to do might make more sense with a real-world example:
Let’s say a rigged character has shape keys to roll up the sleeves of the character’s shirt. The sleeve geometry goes from being down the entire length of the arm (and likely spread across two or more bones), to being all above the elbow (and probably being entirely controlled by the upper arm DEF bone).
When this shape key is set to 1.0, all animations involving the forearm get screwed up because some of the sleeve geometry is still being controlled by the forearm bone, even though the sleeve no longer covers the forearm.
I feel like there must be a standard way of dealing with this type of situation, but haven’t had much luck finding one.
Any help would be appreciated. Thanks in advance.