Thx Jojaa for looking deeper into this.
The key to the sollution is indeed not to reverse
calculate what a deformer node does but to derive what a deformer node does through testing with a 1/x increment on the envelope.
Though less elegant, it's is more likely to work for any deformer (also third party deformer nodes) whether it's linear (blendShape, FFD, ...) or non-linear (skinclusters, twist, bend, ...) and even with linear nodes made non linear (eg a skinned FFD deforming the object)
The driver isn't really the issue (a user can drive the resulting shape with anything he chooses). The problem lies in calculating the right delta's at the chosen position in the deformer chain.
Deriving might be a slower (more calculus intensive) method, but you are sure you'll come to a
result.
Since we need something that looks good much rather than something mathematically correct, the tool will probably fulfill the task. Accuracy depends on the steps (increment 1/x) and would only take some more time, so it's fine for me.
I agree that maya contains every node you need to solve 97% of the issues, but wouldn't it be nice if AD came up with a nice and elegant sollution for the corrective blendshape problem (cfr sticking a transform on a mesh with 'pointOnPoly' vs 'Rivet')
A node that you can plug anywhere into your deformer chain that calculates deltas at that moment in the chain (between Original(intermediate) / Deformed and Corrected shapes) could be such a 'more elegant' sollution (a bit like XSI).
The result shape is then of course plugged into a blendshape at the place where the tool calculated the delta's...
Unfortunatly, I won't have the time to look further into it in the coming weeks (lot's of work and no holiday for me). I hope you'll keep me updated.
Thanks again