Wrap Tool

The advBlendshape Wrap Tool live-binds a target mesh to a source mesh’s deformation, then bakes the source blendShape’s targets onto that target mesh as a new blendShape node.

advBlendshape Wrap Tool dialog

The advBlendshapeWrap node has 2 modes; UV and Topology. The UV method drives a target mesh by the source mesh using the UV layout for correspondense mapping. With the Topology method, this uses a proximity based binding between the source and target mesh.

Wrap Setup

Creates an advBlendshapeWrap deformer on the target mesh, driven live by the source mesh.

Element

Description

Source Mesh / Assign

Mesh whose live deformation drives the wrap. Assign takes the first selected transform.

Target Mesh / Assign

Mesh to receive the wrap deformer. Assign takes the first selected transform.

Method

UV maps source-to-target by UV proximity. Topology maps by 3D surface distance and nearest-neighbor connectivity.

Source UV Set / Target UV Set

UV method only. UV set used on each mesh for the correspondence lookup.

Max Drop-off Distance

Topology method only. Maximum world-space distance a source vertex can influence a target vertex. 0 = unlimited.

Create Wrap

Creates the advBlendshapeWrap node and connects it.

The deformer’s Envelope attribute is paintable per-vertex from the Attribute Editor’s Paint Weights Tool, letting you mask off areas of the target mesh that shouldn’t follow the source.

Bake

Bakes the source blendShape’s targets onto the wrapped target mesh, producing a new blendShape node on a {targetMeshName}__custom duplicate.

Each source target is activated at weight 1.0, the live-wrapped pose of the target mesh is captured as a duplicate, and a new blendShape is built from those snapshots. Combination shapes are rebuilt from the baked primary targets rather than baked directly.

Element

Description

Source Blendshape

Dropdown of all blendShape nodes in the scene to bake from. Click the refresh icon to rescan.

Connect Target BlendShape to Source BlendShape

When enabled, the new blendShape’s target weights are connected from the source blendShape’s weights, so the source continues to drive both. Mutually exclusive with Copy Source Input Connections.

Copy Source Input Connections

When enabled, any source target already driven by an incoming connection (an animation curve, a rig attribute) has that same connection copied onto the matching new target, so both blendShapes share the same driver instead of one chaining through the other. Targets driven by a combinationShape node are skipped, since the new blendShape rebuilds its own combination logic. Mutually exclusive with Connect Target BlendShape to Source BlendShape.

Auto Name Combination Shapes

Renames rebuilt combination shape nodes to {Driver1}_{Driver2}_CS after baking.

Bake It

Runs the bake onto the assigned target mesh.

Options button

Opens the target selection dialog to bake specific targets instead of all of them.

Both connection toggles can be switched off if you don’t want the new blendShape’s targets connected to anything.