@Highflex im confused as to what exactly this means. "One important caveat however is that your animation must not have any bone transform data within it. Any bone transform data, even with one mesh’s reference pose, won’t work for other meshes so it is important to remove bone transforms (keeping only curves) and start with each mesh’s own reference pose if you want to share the curve between different meshes. This enables you to share the facial curves between different faces. "
how do you remove transform data and keep curve data? it doesn’t make sense to me. if you delete key frame “translation, rotation, scale” it gets rid of curve data in maya.