Blendshapes not Animating in Unity3D

Hi,
I animated the character in 3DS Max, added some morph targets and animated it throughout the keyframe range.
Somehow, Unity3D is picking some blendshapes but not picking some. I need all the blendshapes to function as it functions inside 3DSMax.
Can anyone please help.

I still have not gone through this process completely - but are you saying you animated the morphs in Max then exported to Unity?
I believe the morphs have to be animated in Unity to function correctly. afaik the only way to export animated facial expressions and lip sinc is to use a bone rig.

If you animated in Max it should be pretty easy to replicate the keys in Unity by using the curve editor or dope sheet to place keys at the same frames in Unity.

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Hey, thank you for the response.
I found a simple solution to this.
Somehow, Unity3D does not understand FBX 2011 and above, so simply export the rig in FBX 2010 or lower and boom…all the blendshapes and everything works perfectly.

Umm - I don’t think the fbx version has anything to do with the morphs working. I bet the different fbx version had vertex baking set in it by default or something that allowed the morphs to be recorded in the mesh information.
I’ve used fbx 2012 for several years and have never experienced problems - though as I said before I’ve not gone through the entire morph process completely yet.

So the morphs animated in Max exported and imported into Unity without additional baking steps needed?

It’s an interesting result, but I don’t see how this can be a good workflow if you need to use the morphs dynamically - similar to something like Mass Effect or Dragon Age or any game that has dynamic facial morphs.

Interested in your process.