Wrap deformer and blend shapes together?

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  11 November 2012
Wrap deformer and blend shapes together?

I've got a character with a face mask in a stretchy material. The face underneath is complete with blend shapes. At first, I thought it would work fine to use a wrap deformer to attach the mask to the face to allow for it to follow the face movements of the character, but it seem like it doesn't work, at least not straight up.

When I flip through my blend shapes, the mask flies all over the face, but definitely doesn't follow the blend shapes as I would've expected it to - I thought it bound the meshes on a vertex to closest vertex basis, but that doesn't seem to be the case. It may be worth to mention that the topology of the mask and the face aren't the same, as that would make the mask deform oddly, and have an unnecessarily dense topology. Also worth mentioning is that when I move the head and neck around using the joint controllers, it doesn't behave like this, so my conclusion is that it's a problem between the wrap deformer and the blend shapes node.

So, does anyone have an idea on why this is, and how to get these two features to work together?
  11 November 2012
Wraps and blendshapes work ok. The only thing I can think of that might be creating problems is:
The mask surface is too far away from the face surface when you wrap it. This could exaggerate the movement due to the "rotation" of the surface normals, especially if the face is more dense than the mask, and even worse if you use exclusive bind.

Maybe you could post some before and after wireframes so we can see the result of the problem.

  11 November 2012
It sorted itself out, somehow. I'm not sure how it happened, but now it works as it should
  11 November 2012
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