I'm working on a project where 4 characters need to morph in one and other WHILE animating.
I made the RIG and this works, but the clothes they are wearing also need to morph with it. The idea is that the old cloths tear off and new cloths appear where the old clothes got torn off. I did make a test setup and it works... until I add a RIG.
the cloth parts that got torn off are still affected by the RIG..
A vertex map determines where the cloth tears and what I want to do is exclude/stop the RIG based on this vertex map.. is there a way to do this?
I added the test file I made and I think it shows the problem quiet well..