I have a scene In Maya where I export the Skeleton Mesh (joints & geometry) and the Animation (baked joints) in two separate files, which works fine. However, the only issue I’ve come across so far is that the animated and baked BlendShapes are not exported in my animation. In the SkelMesh they are there, but in the animation the values are missing.
Is there a possibility to export the baked BlendShapes without the mesh (just the animation)?
Boy would I like to know that as well. The only thing I can see to avoid this would be to have a setup either in a control rig or animation blueprint that properly reactivates the morph targets depending on bone position/rotation, replicating the logic found in the rig from Maya…