Is there a way to add a Blendshape to a Skinned Mesh Modifier WITHIN Unity?

Hello there.

I have been working with a somewhat problematic character model in Unity, namely with regards to the ever-infamous shoulder and waist joints. And no, I am not rich enough to spend $150 on Megafiers. When searching for alternatives, I came across this page. It would seem that while Max skin morphs don’t normally import to Unity, one can effectively make the same thing in Unity by using animations to control Blendshapes in the Skinned Mesh Modifier.

There’s only one problem…getting the Blendshapes onto the Skinned Mesh modifier. So far the only way that I’ve discovered to do this is to export a model from 3DS max with the morpher modifer, which Unity will dutifully convert into a Blendshape, but unfortunately, this only seems to work if the same model does not have a skin modifier on it. Since using skin, bones, and morph modifiers is precisely what I need to do, that is no good.

I’m happy to take advice about how to do this in Max if you have any ideas–that are free–but for convenience’s sake it feels like it would be more ideal to put Blendshapes onto this component in Unity. So is there a way?