Hi everyone,
I’m having a strange issue with a Character Creator 4 (CC4) model in Unity and I can’t figure out what is causing it.
Facial blendshapes like v_open do respond when I change their values in Unity, but the result is still incorrect. The value changes (for example to 100), but instead of the mouth opening properly, the deformation mostly affects the neck/throat area. However, other blendshapes like mouth_up_upper_l and most facial expressions actually work correctly without any issue, so it’s not that all blendshapes are broken.
On top of that, when I enable “Convert Expressions to Morph Targets” in the CC4 export settings, facial expressions are exported, but I run into another problem: when I rotate the head, the eyes and teeth do not follow the head movement correctly and look slightly disconnected or not properly aligned with the head. If I disable that option, facial expressions become incomplete in Unity, so I end up stuck between two broken setups.
The model itself is not split into multiple meshes and imports correctly into Unity, and there is no animation running during testing. The SkinnedMeshRenderer does contain blendshapes, so it seems more like an export or rig configuration issue rather than missing data.
I’m basically trying to understand what the correct CC4 export setup for Unity should be so that facial blendshapes like v_open work properly, while also keeping head rotation, eyes, and teeth correctly aligned and following the head without breaking or causing weird deformation around the neck area.
Any help would be really appreciated.