Here is my dilema: I have a character rig that I built in Maya using blendshapes to drive the various parts of the face. While working on the character rig, I have added and removed various shapes to fit our needs and everything on the animation side works fine.
However, when I export the FBX file and bring it into unity, I notice there are a lot of “no name” BlendShapes that exist on the mesh, which I’ve traced back to being the blendShapes that were removed from the Maya rig. The big deal breaker here is that these no name blendshapes have completely mismatched which blendhsape names are controlling the blendshapes. For instance, the lipCurl control in Unity now affects the nostril blendshape, and the MoutUp control now affects the MouthLeft blendshape.
I have tried deleting non-deformer history in Maya without improvement, and I can’t for the life of me figure out where the FBX is hanging onto this deleted blendshape information! If you have any troubleshooting tips, please let me know.