Hey Peltra Driven blendshapes? Well I hope you know what a blend shape is. Basically I using blend shapes and the Set Driven Key attribute to control the deformation of an object. For example: The Jacket is a Sub D surface but, heres the trick: Using the Proxy version of the Jacket I bind that to the skeleton and paint the weights until I'm satisfied with the deformations. Then by selcting the Proxy object and the Sub D Jacket ( which incidently is not bound at this point) I create a deformer called a wrap. This then uses the weights that I've just painted on the proxy to deform the Sub D. But....prior to this I have created several copies of the proxy Jacket are then fed into the original as blend shapes with the right naming conventions such as 'Left Sleeve Correct', you can then use the Joint Rotaion to drive that particular shape in the blend shape editor. I hope this is clear. I could show you but you're a bit far away. Perhaps a tutorial is in order!! _J