There are old copies of stuff in Extensions, but have moved way beyond. Cannot really support others, since I am willing to drop compatibility at anytime. Which I do when I notice something is better in a different part of the work flow, for example.
@redoracle75, no I do not do procedural deformations, but I do perform compound / derived deformations. An example is this old test scene, where I developed emotions / visemes. All the sliders down the left side control a different a different morph target, which is exported out of Blender. The dropdown holds all the currently defined emotions / visemes saved in the library. You can check
Expression Dev., and work on new ones.
You can do much of this also in the BJS implementation. You can have say a key for mouth open, mouth wide, 2 for eyes, etc. You can blend them at different degrees just the same as I. It will just happen on the GPU on the fly.
Another thing I do, is have morph target groups, so that on a single mesh, I can have independent morphing of different parts. It save a lot of memory as well, since each key is not the whole mesh. Here is a very recent scene, where I have Face, Eyes, Left Hand, Right Hand, & Breasts (only females) morph groups.