As you know when a character raises his arms in a T pose, there is a need for a couple corrective blend shapes to fix the shoulders and deltoids.
However when the arms are rotated forward (no longer T pose, but arms raised, straight ahead), different blend shapes are necessary.
What is the most convenient way of blending these in UE4? I know I could use math in animation blueprint, but I wonder if there’s a better way.
It would be nice to set the character in different poses, for each choose blend shape value, and then have some automatic interpolation based on these templates.