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As you can see in the image below, I have two faces. One with a complete head, and another as just the face. I'm trying to deform the one with a complete head to match that of the 'face'. Shrink wrap doesn't work as it just causes the entire head to shrink into the mask and I cannot combine it as the mesh for the head cannot be deleted/merged as I plan to use it as a morph target in Daz3d. Any help would be appreciated. enter image description here

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2 Answers 2

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Shrinkwrap contains a vertex group field. Just assign the needed vertices in a group, and specify this group in the shrinkwrap modifier.

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  • $\begingroup$ How do you group said vertices? And also, sorry to bother, but how do you select the vertices accurately? Does it have to be done by eye? $\endgroup$ Commented May 15, 2016 at 13:39
  • $\begingroup$ To create a group : go to the properties panel and the data tab. and below click + on the vertex groups. Then back to 3D view go to edit mode on the complete head. Then yes, select the vertices accurately and assign them to the group. $\endgroup$
    – lemon
    Commented May 17, 2016 at 5:52
  • $\begingroup$ @BlenderScrub You can also go straight into weight paint mode after creating the group and mirror paint the vertex group. $\endgroup$
    – Leander
    Commented May 14, 2018 at 13:34
  • $\begingroup$ @BlenderScrub -- perhaps.... to define an exact vertex group, you could visually in editor place the smaller mask over larger, put larger in edit mode, alt_select smaller, Mesh::knife_project, and then create a new VG group and Assign. $\endgroup$
    – james_t
    Commented May 25 at 18:49
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A possible technique to define an exact vertex group for shrinkwrap

  1. visually in editor (orthogonal mode) place the smaller mask over larger, put larger in edit mode, alt_select smaller, Mesh::knife_project, and then create a new VG group and Assign.

enter image description here

enter image description here

  1. move the target mask somewhat close to the larger mask, add Shrinkwrap modifier and set vertex group (I used shring_wrap as the VG name).

enter image description here

If you need to increase the accuracy/detail, you may want to subdivide the shring_wrap vertex group and possibly subdivide the SW target as well.

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