Hello everyone,

I return to this topic I abandoned for lack of time ...

I think doing a lot easier than what I had expected. Instead complicate my 
life with the matrix simply play with the normals.

I have a point that a normal.
I have two points, so a direction (so a normal) and length.

So just make a difference between these two points and two normals ...

-----------------------------------

So in theory :


suffix 1 = initial mesh
suffix 2 = secondary mesh (shape for blendshape)
suffix 3 = final mesh target (target for blendshape+)

dif_point = pt2 - pt1
dif_normal = n2 - n1
new_normal = n3 + dif_normals
new_point = pt3 + (new_normal * dif_point.length)

-----------------------------------

With that I find the right position while I don't rotate my joint.
So I have a great blendshape ... :)

The problem now is that when I rotate my joint the points move more or less 
in the good direction but not deformed properly. I'm still looking why ...

https://www.dropbox.com/s/bn19i40vf3ub32f/show_1.jpg?dl=0

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