new to this community so apologizes form my newbee questions. I'm trying to use Blender as (fully fledged) 3d editor in replacement of the (painful) Xcode one. In other words, I'm trying to use Blender to create SceneKit files, essentially, DAE files which I can convert to .scn format.
Now I'm facing issues while exporting weighted shape keys. I know that the process is not so straightforward. I have to use one or both of these tools (https://github.com/HungryProton/collada-exporter-2.8 and https://github.com/JonAllee/ColladaMorphAdjuster) in order to have Xcode recognize the morphers. The problem is that the exported DAE files, whether I use the default blender exporter or the "better" one (Godot) it makes no differences, the "basis" geometry and the "target" (named "Key1" in the example) geometry are identical.
<geometry id="id-mesh-5" name="Basis">
<mesh>
<source id="id-mesh-5-positions">
<float_array id="id-mesh-5-positions-array" count="12"> -1.0 -1.0 0.0 1.0 -1.0 0.0 1.4718186855316162 1.5137341022491455 -0.5436773300170898 -1.0 1.0 0.0</float_array>
<technique_common>
<accessor source="#id-mesh-5-positions-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="id-mesh-5-normals">
<float_array id="id-mesh-5-normals-array" count="12"> 0.10777641087770462 0.10777641087770462 0.988315999507904 0.10777641087770462 0.10777641087770462 0.988315999507904 0.10777641087770462 0.10777641087770462 0.988315999507904 0.10777641087770462 0.10777641087770462 0.988315999507904</float_array>
<technique_common>
<accessor source="#id-mesh-5-normals-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="id-mesh-5-texcoord-0">
<float_array id="id-mesh-5-texcoord-0-array" count="8"> 0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0</float_array>
<technique_common>
<accessor source="#id-mesh-5-texcoord-0-array" count="4" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="id-mesh-5-vertices">
<input semantic="POSITION" source="#id-mesh-5-positions"/>
</vertices>
<polygons count="1" material="id-trimat-6">
<input semantic="VERTEX" source="#id-mesh-5-vertices" offset="0"/>
<input semantic="NORMAL" source="#id-mesh-5-normals" offset="0"/>
<input semantic="TEXCOORD" source="#id-mesh-5-texcoord-0" offset="0" set="0"/>
<p> 0 1 2 3 </p>
</polygons>
</mesh>
</geometry>
<geometry id="id-mesh-7" name="Key1">
<mesh>
<source id="id-mesh-7-positions">
<float_array id="id-mesh-7-positions-array" count="12"> -1.0 -1.0 0.0 1.0 -1.0 0.0 1.4718186855316162 1.5137341022491455 -0.5436773300170898 -1.0 1.0 0.0</float_array>
<technique_common>
<accessor source="#id-mesh-7-positions-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="id-mesh-7-normals">
<float_array id="id-mesh-7-normals-array" count="12"> 0.10777641087770462 0.10777641087770462 0.988315999507904 0.10777641087770462 0.10777641087770462 0.988315999507904 0.10777641087770462 0.10777641087770462 0.988315999507904 0.10777641087770462 0.10777641087770462 0.988315999507904</float_array>
<technique_common>
<accessor source="#id-mesh-7-normals-array" count="4" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="id-mesh-7-texcoord-0">
<float_array id="id-mesh-7-texcoord-0-array" count="8"> 0.0 0.0 1.0 0.0 1.0 1.0 0.0 1.0</float_array>
<technique_common>
<accessor source="#id-mesh-7-texcoord-0-array" count="4" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="id-mesh-7-vertices">
<input semantic="POSITION" source="#id-mesh-7-positions"/>
</vertices>
<polygons count="1" material="id-trimat-8">
<input semantic="VERTEX" source="#id-mesh-7-vertices" offset="0"/>
<input semantic="NORMAL" source="#id-mesh-7-normals" offset="0"/>
<input semantic="TEXCOORD" source="#id-mesh-7-texcoord-0" offset="0" set="0"/>
<p> 0 1 2 3 </p>
</polygons>
</mesh>
</geometry>
So that changing the value of the weight doesn't morph anything at all (it morphs the object into itself).
Have been able to find a couple of tutorials about animating emojis (https://medium.com/better-programming/exporting-a-3d-character-from-blender-2-8-to-xcode-and-implement-like-animoji-using-arkit-scenekit-3d223aa6a29f). They seem to use the exported file, more or less "as is", whence I assume that the exported DAE contains different geometries.
I could manually tweak the exported DAE but I'm wondering if there's something trivial I'm missing.
Any idea is warmly welcome.
EDIT
The XML code snippet, is what actually Blender exports into the COLLADA file: "id-mesh-5" (aka "Basis") is the source geometry, while "id-mesh-7" (aka "Key1) should be the morphed geometry, the one associated with a "1" weight. Apparently the exporter is utilizing always a weight of 0 for generating the new geometry.