Having Trouble with Blendshapes and Scaling

Hello, I have been having trouble with blendshapes on my character and am at a lost on how to fix the problem. When I first imported the character into Maya, I realized the teeth didn’t match up with the mouth as a whole.

So I decided that with no joints to edit I would simply select every face of the teeth and tounge and scale it to fit the mouth more properly, like this.

And all seemed well, I animated the character fine in Maya with no abnormal hiccups. Until I started using blendshapes to lipsync.
Whenever I animate the character with blendshapes in Maya, the teeth move correctly and stay at the proper scale, even when I render it out of Maya directly.

However when I bring the FBX into Unity, it warps between the original scale and the proper scale, even on blendshapes that have nothing to do with the mouth.
2758102--199040--SamUnity.jpg

I have also tried Remove Blendshape Target, Bake Topology To Targets, and Painting the mouth with the Blendshape Weights tool at 0, and nothing fixes this. There has to be a setting I don’t know about, or something that can fix this, any help would be appreciated!

Im not sure WHY this is happending.
Where did you import the model from - into maya?
To clarify - the teeth are skinned to bones in maya - and they were wrong scale - so you went to the polygon level and scaled the teeth at the polygon level until they matched accordingly?

Then proceeded to create blend shapes and animate the model?

Last question - are these teeth part of the main characters model? By that I mean are they separate meshes or are they part of the same mesh as the rest of the character model?

Im a Max user so I cant tell you maya specifics on how to fix, however if this was happening to me in Max I would detach the teeth, gums and tounge from the main character mesh so they are separate meshes.
Then I would skin these separate meshes to the approporate bones - as separate meshes. Skin the upper teeth and gums to the skull bone - since upper teeth do not move indepentantly from the skull in real life. Skin the lower teeth and gums to the jaw bone, an skin the tongue to tongue bones.
In Max if the model is modified after morphs (blend shapes) are created, it will destroy the morphs because vertex and vertex order have to match the original morph target information.
So I would have to recreate the morphs in Max if I performed these edits to the mesh. I do not know if you would have to recreate the morphs in maya or not.
Save often and keep a working file of what you have now - if you proceed with this fix - just in case you need to revert for some reason.

Also - any scaling performed on any model requires a zeroing of the scale values so they dont get jankie in other packages. In Max this is called resetting xform. I think in maya it is called zeroing the scale transform or freezing the scale transform. Not sure.