Blend shapes being created as separate geometry

Everyone loves blend shapes! Any idea why blend shapes would come in as a bunch of separate geometry, instead of blend shapes?

(I’m using maya.)

The challenge I’m having is a lot of blend shape tutorials say you shouldn’t need to export your blend shapes, but whether or not I select the blend shapes in my export selection, they still come in the fbx as separate meshes. Can I bake in blend shape info somehow?

Thanks for any suggestions!

Are you by chance animating the blend shapes in Maya before exporting the base mesh - which should of course have all the blend shapes associated.
(Max artist) In Max after the morphs are applied/associated with the base mesh, the copied meshes that ‘are’ the morphs can be deleted. Can this be done in Maya before exporting to Unity?

When I delete the meshes (in maya) the blend shapes stop working, but I’m not sure what that means.

I did a basic test with a box that has joints and a couple blend shapes, and that just gives me the age old problem of I can’t seem to get both skinned joints and blend shapes all working at the same time.

There are some youtube videos regarding blend shapes from maya to Unity.
I’m a Max artist so the pipeline is slightly different.

In Max after creating the morph (blend shape) and associating it with the base mesh, before exporting, all morph meshes can be deleted without problem. The morphs are saved in the base mesh and upon export select skin & morphs under the animation tab - and it just works - like it’s supposed to.

Sorry I couldn’t be more help.
Are you using the maya file or exporting as fbx? Maybe double check fbx export settings.

Sorry I never responded, but just to resolve:
Turns out the rig I was given had the body split into two skeletons, one for the face, and one for everything else. I got rid of the separated face rig and suddenly the body rig and the face blendshapes all worked.

Sooo, things ended up alright, even though we had to kill the face-rig for the deadline!

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