Ok, this doesn't quite belong in this forum, but I didn't know where else to put it.
I'm working on a cellular animation that is utilizing blendshapes for the minute stationary movement of objects. For reasons I won't get into, I have 3 seperate objects that I had to "polyUnite" because they have to all be part of the same polyObject.
I had already created all my blendshapes on 1 object (9 shapes in all). I then carefully duplicated each blendshape plus the blend base and united them all in the same order.
So, the blendshape is working fine in terms of the object (it is deforming perfectly). However, as I add the influence of a shape, my initial shape (and it's smooth proxy) translate along the Y-axis to the point in space where it's blend is lying.
I tried to move my pivot points around to see if that was the problem but that didn't change a thing. I deleted all history after Uniting and applying the blend. But I can't seem to figure out a way to keep my base objects from moving to wherever the blendshape is.
Any ideas?