I've run across this problem while animating my model in maya. I've created blendshapes for my model (without altering the topology of the low poly control mesh, of course) and everything works, but when I smoothed the animated version appearantly the topology changes in some extremes, like you can see in the sequential 3 frames below. The top one is the original topology, the second looks bad and the third looks absolutely horrible.
I have no idea what causes this and I find it odd since the topology on the animated low poly control mesh stays the same, it doesn't even intersect with any other geometry in the area that's causing problems. When I set the smoothing method to lineair instead of exponential it doesn't mess this up, but then the results aren't as nice, and the mesh isn't 100% quads which also causes some nasty problems. Normally I would have tried to get rid of any non square poylgons but I've got too little time as it is. Exponential smoothing usually works pretty well on area's with n-sided polygons that don't deform (or very little, but on linear that doesn't hold up at all.
I'm currently using the regular polysmooth on top of a polygonal object animated with both blend shapes and bones.
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Another look tells DamienB that you are playing mind games yes?
Another, nother look says you have a star/pole that would light up the fuckin sky. Eliminate that cluster fuk around the nose ( and see what happens.
Ofcourse sometimes, the way subdivision behaves (catmull clark) with n-gons could be to your advantage during animation, with all that pinching that happens around the area in question.
umm yeah that sounds gooood enough...
Well using a 'subdivision proxy' rather than smoothing the actual poly geometry seems to work so I'll guess I'll use that when I'm set up for rendering.