Thanks for reply, but this's not my point. Let me explain it more clear,i 
have a mesh name *Arm*, three joints name *shoulde_jnt*,*elbow_jnt* and 
*wrist_jnt*, *Arm* was binded to these joints and done right with weight 
painting, a correct shape name *elbow_90deg_corrective* was added to this 
mesh with blendshape, driven by *elbow_jnt*, but  for some reasons, i have 
to modify the skin weight of elbow (just the skin weight,not the topoly of 
mesh), it means that the corrective shape should be updated synchronization 
to maintain the previously shape of elbow.

Image, there're hundred of corrective shapes setup in full body, driven by 
a lot of things, when you modify the skin weight,  how to update all these 
corrective shapes?

在 2013年12月1日星期日UTC+8上午5时12分41秒,Daniel Lindsey写道:
>
> You can always do the old, wrap deform your new mesh on your old mesh, and 
> iterate through the shapes so you have shapes for your new mesh. Since IDK 
> how much scripting ability you have this may be the easiest solution for 
> you for now

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