Is there any way to change the order of mesh deformations from

basemesh->armature->shape key->final mesh


basemesh->shape key ->armature->final mesh

This would allow for shapekeys to deform within the local space of bones. So useful for non-uniform volume preservation on facial rigs.

Any ideas on this? I thought it might be an idea to bake shape keys to vector displacement and pipe it into a displacement modifier which could be stacked after the armature modifier. Though this would be an annoying work around, especially working with multiple shape keys.


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