Is it possible to do in blender a "shell based deformation"? Basically given a mesh I want to pull few points and distort the whole mesh in a way that curvature due to distortion and pulling is minimized.
So I don't want to get triangles that are stretched too much, and high changes in curvature.
To summarize, I have my triangular mesh with vertices V1,...,Vn, I specify a subset of vertices with their final destination, and at last I modify the whole mesh in a way that distortion is minimized.
The technical term I think is called "thin shell deformation", I can provide you the formula if my description isn't clear.
The following picture might help: