yep I've tried that method before, but the object still translates
. I'm worried that this may be the cause:
1) I make the objects using subdivision surface (from the same master template)
2) then I tesselate to polygons and set my blend shapes from there.
I did this before but nothing like this occured. Sometimes the polygons even 'crunches up' when translating as well, even tho the surface have the same topology. I figured out how to get rid of the second problem, I exported the polys to dxf format and import back to Maya, the problem disappeared but It is still translating.
Oh yeah, the target object translates to a random position. not to the blendshape object... really strange...
Any help would be appreciated