Unity Auto Setup 2.2.4 mesh messed up when applying features

Hello @Victor.Soupday

I am once again facing issues when working with the blendshapes. The bone driver doesn’t automatically insert when I import into Unity and after adding it manually it still doesn’t open the jaw. I did re-apply a facial profile in CC5 as I am now working with the TRex which is an older character. That didn’t help as the jaw still won’t open. I tried adding features within the importer (ticked “expression driven bones”, “expression transpose” and “use constraints”) but when then pressing build character the mesh messes up as you can see in the following images. I also ticked “Drive Head Bone” and “Drive Bones with missing Blendshapes”, but that didn’t help the jaw not opening either. Last time I had this issue just saving the Unity project with the Bone driver added, closing it, turning off my PC and then turning it back on somehow made the jaw open but this time it doesn’t help. In the json file there is an expression set “4”.

Any insights on how to make the jaw open? Thanks


Both the T-rex and Coyote characters have quite a few missing blendshapes, including the Jaw_Open blendshape. I’m guessing these blendshapes are empty and either the FBX exporter or Unity is stripping out the empty blendshapes. But without these blendshapes, it’s not possible to drive the bones, so the bone driver won’t work on these characters.

I’m going to need to check whether the driver should be applied at all. There’s a lot of characters with missing blendshapes that the bone driver just won’t work with correctly.

But it should also be possible to have it generate a new mesh with the missing blendshapes added to it, even if they are just empty placeholders.

It seems that in CC it does have a Jaw_Open blendshape though…Also can’t seem to go the go-around route and export as fbx with “Mouth Open as Morph”, it is greyed out and not possible for me to tick when exporting, so there is no way currently to use these non-human characters for lipsyncing?

Not standard characters can’t use that option.

It has the Jaw_Open expression but it doesn’t alter the mesh, just the bones, so I think it’s being stripped out as it’s an empty blendshape. Which is unfortunate as it’s quite important.

Whilst it is possible to add the blendshapes back (in Blender), the expression bone Json for this character is all wrong, and it wouldn’t work anyway …

So this character, and the Coyote too, can’t be animated solely from the blendshapes.