Is there a way to rig/weight bones such that the mesh doesn't twist along with the bone when rotating it on its Y-axis, and only deforms when the bone rotates on its X and Z axes? In other words, the mesh only follows the bend of the joint, not the twisting?
I need this for rigging loose clothing over my character model. In the real world, one can often twist their upper arm without their upper shirt/coat sleeve following that twist. However you twist your upper arm, the clothing follows the changing direction of the bend of your elbow/forearm, without twisting (like a tuxedo sleeve). The same behavior can be applied to the lower sleeve not following the twist of your wrist or hand.
Is there a way to replicate or closely approximate this behavior in the rigging or weighting process? I need to rig a character with a larger spacesuit design, such as in this Boeing photo.