Not sure if this is the right thread for this, but here goes…
I’ve been using the blendshape rigging system (as described by Stahlberg) for my character. The main drawback of this system is that everytime you modify your lvl0 mesh, you need to redo the blendshapes. The suggestion has been made a couple of times that connecting the Lvl0.mesh to the blendshape.mesh fixes the problem. However when I do that, I find that yes, modifications to the Lvl0 mesh alter the blendshapes, but then blendshapes also alter the Lvl0 mesh, altering the blendshapes. So you end up with circular reference. If there is a way around this, pls let me know!
Anyway, a solution…
I use 2 scripts. One to connect the blendshapes to the Lvl0 mesh and then bind to the rig. Then the other script disconnects the blendshapes and rig, and connects the Lvl0.mesh to the blendshapes.mesh. So while I’m working on blendshapes, if a Lvl0 mod is required I run the “disconnect” script, add/change/delete vertices, which are reflected in the blendshape meshes. Then I run the “connect” script to join it all up again.
The script also handles copying of skin weights, so they are not lost. Next modification will be to automate the mirror cut of the mesh when it’s disconnected, and remirroring on connection.
So the result is a system where changes can be made to the base Lvl0 mesh, which are reflected in the blendshapes, without loosing the blendshape deformations.
I’d be happy to post snipets of the mel script that does this, although it’s obviously customised for the blendshapes that my model is using.