I plan to present furniture of variable dimensions.
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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.
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I also tried to use shapekeys. How to access those at arm runtime ?
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Or can I use Hooks ?
How should I approach this ?