Hey Guys,

I am writing a script to transfer blendshape based on closest point 
algorithm, I am using the MMeshIntersector and getting the closest point 
and face id and also using triangle id getting the barycentric coordinates, 
with which I can get the new position of the blendshape.

But I have run in some problem if the there is an offset, lets say for 
example I have a cube and i want to recreate the blendshape onto another 
cube which is smaller or bigger than it and so has an offset per vertex.

So at the moment I get the distance vector between the vertices and 
multiply it to get the offset. But lets say I have extra edge loop on new 
cube and I want it to get the exact position using barycentric coordiantes 
from original mesh and also offset with it.

When I apply the new blendshape position all works well but there is an 
offset on the extra vertices. I am attaching pics of what I exactly want.

So first image is the original in white outline and target mesh in the 
green outline mesh. and I am getting the offsets.

Second image, I apply the blendshape I extract using the closest point and 
barycentric coordinates. But when you see the extra vertices is not exactly 
in position ideal.

Can anyone help me out with this, I know I need to multiply another vector 
position or is there a way to get the distance from the vertices to its 
closest edge and get the distance that I can calculate?

Thank you.

D.

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