I want to do something like setting up a driver on a bone's local rotation to control a UV island's translation on a texture map, I'm having trouble trying to use multiple drivers on multiple UV islands on the same texture map being shared with other stuff that don't move at all.
Here's a video demonstration of what I'm essentially after: https://youtu.be/rxZbH8xeUt8
Is there a method to reference something like a vertex group in a driver expression or material node setup or such? My current node setup for the affected area looks like this: 
I'm hoping to avoid having to create several duplicate materials specifically for each segment, though I'm beginning to question which one would be more optimal. If there's a simpler alternative involving 1 dedicated material, that'll be fine.





