iClone adding / changing blendshapes on export

Hopefully someone can help me before I pull all of my hair out. I can’t seem to figure out why iClone is adding 57 additional facial blendshapes and altering the names of some of my blendshapes when I export as FBX to unity or 3dx max.

I imported a custom character, it’s a hybrid where I took a CC4 character and rigged them to a biped for compatibility with a legacy product. I kept the meshes blendshapes which all came from CC4/iClone for what I had hoped would be more compatibility and easier expression setup. Did all of that but on export it seems to not respect my morph targets and decided to add it’s own and alter naming on some?

After much head scratching I thought maybe there’s an incompatibility issue since it was originally setup in CC4 so I decided to just re-import the character and set it up all over again in CC5. No difference.

The character setup is rather complex and solidified in the project so going back and modifying the source character to match what is being kicked out of iClone is a no go. This isn’t my first custom character, I did setup a few facial bone driven avatars with success but this is my first avatar that is using imported facial blendshapes so I am not sure if there is an import or export setting i am missing?

Edit:
Am I correct in thinking that iClone is supposed to bridges my blendshapes into their controllers then exports out the animation with my blendshapes driving them?

That’s how way it works with a bone driven facial rig but after playing with it more I am starting to think they treat blendshapes differently.

Thanks in advance!

Hi,

We’d like to look into the issue. However, it’s very difficult to reproduce it as we don’t know the process of your set up.

Could you please provide the project file for us to check if you don’t mind?
You can send the file to: alanyang@reallusion.com

Thanks!