I have no idea why the selected answer works, but, it works. It adds a tonne of micromanagement to my model exports, especially while theyāre still in active development, but itās what has to be done, I guess.
I would still love to know if there is another, more viable solution to this that isnāt a hacky abuse of blenderās data blocks.
In Blender 2.8?, I unchecked the āRelativeā option under my blend shapes, which removed the blend shapes being relative to the base blend shape. While testing the blend shapes Iāll have to remember to check it.
I saved my Blender file (I did not export to FBX), imported the file into Unity, reassembled all the parts of the file, and then I was able to assign blend shape values while my character executed the idle animation.
The underlying cause is that the blend shapes, which are not part of any animations in Blender, are assigned a value of ā0ā in the animations when they are read in from the Blender file. The animations are read only once imported, so the blend shape values cannot be removed from the animations. If youāre playing an animation, an idle animation for instance, the blend shapes will constantly be set to ā0ā.
Iām going to say this is an issue that Unity needs to address (or not, I havenāt paid anything for it) because Unity offers the Blender import option. Blender is responsible for saving a file that Blender can read, and Unity is responsible for reading the Blender file because they say they can. Their reading of animations and blend shapes is JaNkY and they should fix it. Or not. Again, I havenāt paid anything for Unity.
Damn these years old posts always seem to come in clutch! if you have a model and a animation blend file each saved seperately remember to tick the relative box off in both. learned that the hard way.
If any of the other responses didnāt work for you, what fixed it for me was removing an animation clip in my animator that modified a generic transform for my humanoid avatar. Not sure why this would effect blendshapes, especially since the clip I removed didnāt have any blendshape properties, but yeah. So if youāre still having this issue and you are using a humanoid avatar, check your animator in the inspector and see if it gives you a warning about an animation clip modifying a generic transform.