I plan to present furniture of variable dimensions.
One way would be to split all up into seperate parts and individually scale there dims.
That will cause weird textures.
Another other way would be filter all verticies by VGroupNames (supported?) or BBox and translate them,
as well as also offsetting their UV coords to keep valid texturing.
Would try the same with bones and weighting.
I also tried to use shapekeys. How to access those at arm runtime ?
Or can I use Hooks ?
How should I approach this ?