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Well quite obviously your going to need to delete history between converting strokes to curves and assigning the curve as deformer. Otherwise youd end up with a feedback loop that never ends*. See position of stroke depends on surface and you moved the surface which changed position of stroke which changed the surface which changed. And your not really looking at a iteration like this.[b]
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But you dont want to meka the surface live, except for the TIME it takes you to make the curve deformer. Once its done your no longer interested in keeping the surface live, at least not until you need to draw a second curve. However please note that you can not just add curves to the thing after the fact because the progression of the object is different, you need ALL YOUR CURVES at the start of deformation defined in one go! Otherwise it dont really work.
You can however add curves after the fact by rolling back your history to when the curves were not yet modified then add more curves to the deformer and then reshape.
ALTERNATE STRATEGY:
Use soft deformers, wrap or sculpt deformers instead! Wrap is probably the smartest way. You can also use cloth to shrinkwrap things, or instead use muscles sim for this.
THE REAL QUESTION TOUGH:
Why the hell did you not use a nurbs surface?
You do understand that this is mostly impossible for 90% of all surfaces shapes, for example it's impossible to make a sphere that has no stretching of textures. It not just hard its impossible and that has been mathematically proved, to be so, after a short 300 year search for a way to do it.
- maya does not hang because it does one loop per one update but still if you move points in this mode you really get weird stuff happening