Separated Body & Head For Blendshape

Hi guys,

I'm diving into blendshapes and I know that it's better to separate the head from the body when I need to create blendshapes for the head; I'm using a poly obj and I don't plan to use wrap deformers... I learnt the following technique to keep together the body and the head while deforming: I skin clustered and painted a mesh where the body and the head aren't separated, when the skin was ready I copied skin weights of this one geometry to both separated body and head, someone told me that this tecnique works but when I try some deformation the head disconnects from the body... someone knows another technique?

thanks

Is your origin set to local or world?
Did you Freeze transforms on the second object? (blend target)

In my experiences, freezing transforms will cause geometry to jump to wherever the blendshape is located.

Actually my problem was related to the skinning context caused by the fact that the head and the body are two separated geometry for to work with blendshapes.... but I solved my problem selecting the body and head geometry, the root joint and then creating the smooth bind, when i rotate the joints the two geometries stay attached and so I solved my problem...

thanks anyway