you can store the mesh difference in the pnts attribute of a mesh node or vlist of a tweak node.

pseudo code:
loop over verts:
   tweak = deformVertPosition - orignalVertPosition
   setAttr('msh.pnts[vert]', tweak.x, tweak.y, tweak.z)


Quoting Chad Fox <[email protected]>:

Hi all,

Despite my best efforts on reading up on how to view and or edit vertex
tweak data, the api documentation on it is a little out of my league right
now. I would like to solve this one problem in the mean time and I could
use your help.

I've been testing outMesh to inMesh connections with three heads (all
modelled from the same base head/topology) a base head (neutral), the same
head with puffed cheeks, and one _new_ re-portioned base head. My goal here
is to plug the reproportionedHead.outMesh into the puffedCheeks.inMesh
resulting in the puffedCheeks head inheriting the new head proportions
while keeping the puffed cheeks.

I have found this works as planned if I model the original puffed cheeks
using xform tools (translate, rotate and scale) only. As I understand it
the resulting changes are stored as 'tweaks' in the shapenode.

Now to the problem: I have face shapes like puffedCheeks that were modelled
using deformers or imported from zbrush, etc. Unfortunately these don't
contain the important tweak data so I lose the puffed cheeks or other face
shape when a new re-proportioned head mesh is plugged into these shape's
inMesh attribute.

Is it possible to take an object like puffedCheeks, which does not have
tweaks, and compare it to a base head then store the difference/tweak data
into the puffedCheeks shape?

In case my written explaination was not 100% clear I've created an animated
gif of the examples in action. Follow the link to view:
https://docs.google.com/file/d/0B-i5vZUcAFTgdTViaE9BbUwtOEU/edit?usp=sharing

Thanks for your time,

Cheers

-Chad Fox
www.chad-fox.com

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---------------------------------------
Yukio Satoh
VFX Artist // TD

www.satoh.ch
www.elefantstudios.ch
---------------------------------------

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