It would be nice to have a single buffer node between the anim curve nodes and the blendshape inputs, which you can then merge with another rig and reconnect with relative ease manually, in connectionEditor.
Otherwise you need to record (Node editor) all the incoming connections to the blendshape and do reconnecting by the batch MEL script, which will look something like:
connectAttr -f ctrlCurve1_translateX.o blendShapeNew.w[0]
connectAttr -f ctrlCurve1_translateY.o blendShapeNew.w[1]
...
Or you can go with this Python script (not tested), however you need to have both blendshapes in one scene, and the order of the blendshape targets should be identical:
# NH : connects controls to another blendshape
import maya.mel as mm
sbs = 'sourceBlendshapeName' # change name, keep the quotes
dbs = 'destinationBlendshapeName' # change name, keep the quotes
wc = mm.eval('blendShape -q -wc '+ sbs)
for i in range(0, wc):
sf = mm.eval('connectionInfo -dsf '+ sbs +'.w['+ i +']')
mm.eval('connectAttr -f '+ sf +' '+ dbs +'.w['+ i +']')
After executing this, the same controls will drive both blendshapes, i guess, it is safe to delete the old one. If you find errors and manage to correct them, please, post back the updated version.
,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti
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