For those of you having issues with mirroring blendshapes useing the wrap deformation:
The wraps can do odd things if points are too close together...this generally happens if you are working at a very small scale. I was working with a character whose width was about 1.5 units.
Resolution:
--select everything in the scene and group all of it together (ctrl+g)
--name the group
--scale the group x10
--from this point forward you will have to keep the objects within this group and do not freeze transformations (unless you want to recreate all your blend shapes)
--delete the history for all selected objects (edit > delete by type > history)
--then follow these steps for applying the wrap
--assuming you've created the blendshape called L_Brow_Up
--duplicate the original head once
--name this duplicate mirror_temp and put it inside of character group that was scaled earlier
--select L_Brow_Up and then shift select mirror_temp
--create a new blendshape (leave slider at zero for now)
--select mirror_temp and scale X by -1
--select the original head and duplicate a second time
--name this duplicate R_Brow_Up and put inside character group that was scalled earlier
--select R_Brow_Up and set the manipulator handle to the mid point at the base of the neck (while holding down d and v together click and drag with middle mouse button near the point you wish to snap to)
--snap align R_Brow_Up to mirror temp to that they are almost perfectly overlapping
--select R_Brow_Up and then shift select mirror_temp
--create the wrap deform (deform > create wrap)
--in the blend shape editor set the value of the mirror_temp blend shape to 1
--R_Brow_Up should conform automatically to the new shape of mirror_temp
--if so then with both mirror_temp and R_Brow_Up selected delete the history (edit > delete by type > history)
--now select mirror_temp and delete the mesh
--notice that a new oject called mirror_tempbase was created, you may also delete this now
--now select R_Brow_Up and shift select the original head
--create a new blend shape
--thats it!
--now you can select that group that you scaled x10 and scale it down to 1 and unparent all upjects within it
.
.
.
The wraps can do odd things if points are too close together...this generally happens if you are working at a very small scale. I was working with a character whose width was about 1.5 units.
Resolution:
--select everything in the scene and group all of it together (ctrl+g)
--name the group
--scale the group x10
--from this point forward you will have to keep the objects within this group and do not freeze transformations (unless you want to recreate all your blend shapes)
--delete the history for all selected objects (edit > delete by type > history)
--then follow these steps for applying the wrap
--assuming you've created the blendshape called L_Brow_Up
--duplicate the original head once
--name this duplicate mirror_temp and put it inside of character group that was scaled earlier
--select L_Brow_Up and then shift select mirror_temp
--create a new blendshape (leave slider at zero for now)
--select mirror_temp and scale X by -1
--select the original head and duplicate a second time
--name this duplicate R_Brow_Up and put inside character group that was scalled earlier
--select R_Brow_Up and set the manipulator handle to the mid point at the base of the neck (while holding down d and v together click and drag with middle mouse button near the point you wish to snap to)
--snap align R_Brow_Up to mirror temp to that they are almost perfectly overlapping
--select R_Brow_Up and then shift select mirror_temp
--create the wrap deform (deform > create wrap)
--in the blend shape editor set the value of the mirror_temp blend shape to 1
--R_Brow_Up should conform automatically to the new shape of mirror_temp
--if so then with both mirror_temp and R_Brow_Up selected delete the history (edit > delete by type > history)
--now select mirror_temp and delete the mesh
--notice that a new oject called mirror_tempbase was created, you may also delete this now
--now select R_Brow_Up and shift select the original head
--create a new blend shape
--thats it!
--now you can select that group that you scaled x10 and scale it down to 1 and unparent all upjects within it
.
.
.