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Maya to UE4 FBX export blendshape issues

I'm having an issue with exporting an animation that uses corrective blend-shapes driven by the joints. The blend-shapes do export because I can see the sliders change with the animation in UE4, but it looks like the shape isn't deforming as it should in contrast to how it looks in Maya. I have all the proper check boxes checked, I even tried baking the animation/simulation, using older/newer versions of the FBX plugin but nothing works.

I'm at my wits end, hoping somebody here may be able to solve my problem.
I don't know if it matters but the character is rigged using the ART tool.

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Product Version: UE 4.13
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asked Dec 26 '16 at 07:30 PM in Everything Else

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PolyBitsArt
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avatar image PolyBitsArt Dec 27 '16 at 08:28 PM

I did a simple test with a skinned cylinder with 1 blendshape and Maya's FBX just refuses to bake the blendshape. All proper checkboxes are activated and I went through all versions of FBX....still nothing, I even baked the simulation/animation.

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I FINALLY FIGURED IT OUT!!!!!!!!!!!!!

The solution was so simple I lost my mind.......Classic Linear skinning.....that's it............I had Dual Quaternion activated.........2 weeks.......gone...no google search made any mention of this when it came to exporting with FBX.

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answered Jan 04 '17 at 07:30 AM

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PolyBitsArt
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avatar image kerem.dinler Feb 14 '18 at 02:43 PM

I am doing a most basic blend shape animation: One sphere + blend shapes = A squashed version of the sphere. But no luck... UE4 do not recognizes it. This blend shaping has nothing to do with linear skinning or Dual Quaternion (And I do not know whatever these are) Could you please explain your pipeline for someone who has no brain at the moment.

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