Exporting animation with baked blendshapes weird as heck issue
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
So I have a mesh with blendshapes that I've animated. I bake the blendshape animations like I always do by selecting the blendshape node and then baking. Now I export the animation as a .fbx file, making sure all the correct export settings are ticked, again, just as usual. So far so good, but when I re-import the .fbx something extremely weird has happened... My blendshape connections have been jumbled. The blendshape called "mouth_open" is now "R_eye_close" and "R_eye_close" is now "R_brow_raise", etc, etc... It's as if someone took all the blendshape connections and randomized them. This means that if you only look at the values being animated, it looks correct. But if you look at how the animation looks, everything is wrong.
Here's a link where you can see what I mean. Look closely at what blendshape I'm manipulating and what it actually does to the model.