Why are my Morph Targest wacked out?

I am exporting my morph targets to FBX out of Max. I had it working before but now it is not working. I am working in Max 2010 and my exporter is the F I am guessing it is in the settings for FBX export. Each of the targets are in the same file and each is an Editable Mesh.

In Unity my base object is fine but as I morph to the first target the faces in the geometry go crazy. The targets all have the same number of vertices as base object.

I am missing something in the workflow I guess.

Can someone just list the proper steps, Max to Unity? Thanks ....

You can only import bone-based animations into Unity.

Ok, in Unity all of the meshes look find until they begin to blend. So I know they are getting in ok.

This is true pretty much what ever my FBX settings are when I export out of Max.

http://forum.unity3d.com/threads/94140-3DS-Max-morph-to-Unity?p=612199#post612199

MegaFiers will deal with the Vertex animation as well as morphing and all sorts of deformations. It has an exporter for Max and blender, you can find more info on the forums http://forum.unity3d.com/threads/89750-Mega-Fiers.-A-mesh-deformation-system-RELEASE