Arite, I have had this question on my mind for the longest time now, and feel stupid for not asking before. I have tried different work flows for it to work but every time I think I find a solution there’s a bug. So I want to know how do you correctly add a multitude of corrective blends on the body.
The first way I tried was using the BSpiritCorrectiveShape script to make my corrections then I made blend shape nodes for each corrections. I found that the blend shape nodes would over write each other when they were activated.
So I then I tired a funneling method. I would make duplicated my bound mesh three times. I would name one Main Blend, Right Blend, and Left Blend. I would then make blend shapes out of all the corrective shapes I made to the left side of the body to Left Blend (and do the same for the right side). I made sure that all the left side corrective blend shapes were under one blend shape node, to avoid overwriting like my first attempt. From there I would make both Left Blend and Right Blend a blend shape to Main Blend, once again making both of the blend shapes under one blend shape node. And then finally I would make Main Blend a blend shape to my original mesh. I thought that this way would work, because it seemed to make sense. Yet some how I got undesired, deformations.
So I asked what are some other methods to apply a multitude of corrective blend shapes to one mesh?