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    <title>topic Re: Maya blend shape editor and .fbx export in Maya Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521648#M19769</link>
    <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2250288"&gt;@bsanchez3d&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks for posting! I've done some testing and additional research and have confirmed that this behavior is in fact a defect and I have logged it internally. Thank you for bringing it to our attention &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I also talked to my contacts in Development and we discovered a workaround:&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;EM&gt;they can select the target with a mask, make sure it's the only one influencing the base object (weight: 1.0 while all other weights are at 0), and in the Create menu of the Shape Editor choose: "Add Selection as Target" (the user needs to make sure the object is selected - that's the "selection" being referred to by the menu item). that's of course if the user doesn't care about losing the mask, but retaining its effects.&lt;/EM&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;EM&gt;FYI: deleting history would remove the targets too, so it wouldn't quite be the same. it's kinda like selecting a few layers in photoshop and flattening them. so it's still flattened to a specific layer, but the specific layer information is gone&lt;/EM&gt;&lt;/P&gt;</description>
    <pubDate>Mon, 06 Nov 2017 21:00:46 GMT</pubDate>
    <dc:creator>jordan.giboney</dc:creator>
    <dc:date>2017-11-06T21:00:46Z</dc:date>
    <item>
      <title>Maya blend shape editor and .fbx export</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7513450#M19768</link>
      <description>&lt;P&gt;Hello all, hope you can help with this...&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;So I've created a complete character rig for export to Unity 5.&amp;nbsp; The head has several blend shapes attached to it.&amp;nbsp; I've used the blend shape editor to mask out areas of the head to not be affected by the blends (the eyeballs and eyelids specifically).&amp;nbsp; When I export to .fbx the blends come over just fine, however the masks don't carry over so the eyeballs and eyelids end up being affected by the blend shape targets.&amp;nbsp; I was wondering if there was a check box or some other option that would export the masks with the .fbx or if it was just not possible in this format?&amp;nbsp; The blend shapes are all being controlled via script in&amp;nbsp;Unity (the shapes adjust the head based on user input - character customization basically) and aren't keyed animation.&amp;nbsp; Trying to troubleshoot and see if there's a way to keep the mask info intact on export and import into Unity.&amp;nbsp; If anyone knows then that would be great!&amp;nbsp; Even if I'm just SOL.&amp;nbsp; It's a matter of rebuilding a bunch of things, or hopefully some sort of export&amp;nbsp;option/checkbox/setting.&amp;nbsp; Please help.&amp;nbsp; Thank you!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;B3D&lt;/P&gt;</description>
      <pubDate>Thu, 02 Nov 2017 22:38:47 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7513450#M19768</guid>
      <dc:creator>bsanchez3d</dc:creator>
      <dc:date>2017-11-02T22:38:47Z</dc:date>
    </item>
    <item>
      <title>Re: Maya blend shape editor and .fbx export</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521648#M19769</link>
      <description>&lt;P&gt;Hi&amp;nbsp;&lt;a href="https://forums.autodesk.com/t5/user/viewprofilepage/user-id/2250288"&gt;@bsanchez3d&lt;/a&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks for posting! I've done some testing and additional research and have confirmed that this behavior is in fact a defect and I have logged it internally. Thank you for bringing it to our attention &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I also talked to my contacts in Development and we discovered a workaround:&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;EM&gt;they can select the target with a mask, make sure it's the only one influencing the base object (weight: 1.0 while all other weights are at 0), and in the Create menu of the Shape Editor choose: "Add Selection as Target" (the user needs to make sure the object is selected - that's the "selection" being referred to by the menu item). that's of course if the user doesn't care about losing the mask, but retaining its effects.&lt;/EM&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;EM&gt;FYI: deleting history would remove the targets too, so it wouldn't quite be the same. it's kinda like selecting a few layers in photoshop and flattening them. so it's still flattened to a specific layer, but the specific layer information is gone&lt;/EM&gt;&lt;/P&gt;</description>
      <pubDate>Mon, 06 Nov 2017 21:00:46 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521648#M19769</guid>
      <dc:creator>jordan.giboney</dc:creator>
      <dc:date>2017-11-06T21:00:46Z</dc:date>
    </item>
    <item>
      <title>Re: Maya blend shape editor and .fbx export</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521848#M19770</link>
      <description>&lt;P&gt;Awesome, Jordan!&lt;/P&gt;&lt;P&gt;Thanks so much for the response.&amp;nbsp; I ended up rebuilding the rig to fix the problem.&amp;nbsp; Ultimately the rig is leaner and cleaner so it was probably for the best; but it's good to know&amp;nbsp;that it was an unseen issue!&amp;nbsp; Thanks again, I'll pass this info on since I had hit up some of my colleagues for their thoughts.&lt;/P&gt;</description>
      <pubDate>Mon, 06 Nov 2017 22:11:00 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521848#M19770</guid>
      <dc:creator>bsanchez3d</dc:creator>
      <dc:date>2017-11-06T22:11:00Z</dc:date>
    </item>
    <item>
      <title>Re: Maya blend shape editor and .fbx export</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521883#M19771</link>
      <description>&lt;P&gt;Happy to help! &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;If anything else comes up please feel free to post again, I would be happy to help. Best of luck with your project!!&lt;/P&gt;</description>
      <pubDate>Mon, 06 Nov 2017 22:25:12 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7521883#M19771</guid>
      <dc:creator>jordan.giboney</dc:creator>
      <dc:date>2017-11-06T22:25:12Z</dc:date>
    </item>
    <item>
      <title>Re: Maya blend shape editor and .fbx export</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7606758#M19772</link>
      <description>&lt;P&gt;I am also interested in a solution to this bug; hopefully it can get get fixed. I am using Maya 2018 though.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've also noticed two other bugs?? related to using the blendshape editor:&lt;/P&gt;&lt;P&gt;1. Sometimes masking won't show where you are painting and sometimes it does; I don't know if this is affected by using a material other than one for maya software (as opposed to an arnold material for instance), but I have noticed that it works best on the mesh's lowest level of detail.&lt;/P&gt;&lt;P&gt;2. when naming Blendshapes in the editor, hitting Shift to capitalize something (if using camel case) immediately takes you out of the editor and sometimes it doesn't.&lt;/P&gt;</description>
      <pubDate>Fri, 08 Dec 2017 01:04:55 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7606758#M19772</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-12-08T01:04:55Z</dc:date>
    </item>
    <item>
      <title>Re: Maya blend shape editor and .fbx export</title>
      <link>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7609214#M19773</link>
      <description>&lt;P&gt;That's interesting.&amp;nbsp; I'm currently using Maya 2016 to match the version that my client is using so I can't say I've run into the specific problems you've mentioned.&amp;nbsp; I'll keep an eye out though, you may want to escalate this into a direct forum thread, since it may get overlooked if it's here.&amp;nbsp; Let me know if you find any workarounds or solutions.&amp;nbsp; I'll probably be switching to Maya 2018 in the new year, so it'd be good to know!! &amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 08 Dec 2017 18:39:26 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-animation-and-rigging-forum/maya-blend-shape-editor-and-fbx-export/m-p/7609214#M19773</guid>
      <dc:creator>bsanchez3d</dc:creator>
      <dc:date>2017-12-08T18:39:26Z</dc:date>
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