I am rigging a cartoon-like character (think SpongeBob),and I was wondering how to combine a squash and stretch setup on a head with blendshapes and facial controls. I have a regular stretchy setup on the head (arc length node going into MultDiv, then into scaleX of joints) and basic controls on the face. The character's eyebrows, eyes, eyelid and mouth are all separate pieces of geometry. The problem I am having is getting the separate pieces of facial geometry to stretch with the rest of the head. Should all the geometry be in one skin cluster? I am using Maya. Any help is appreciated.