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I am attempting to export a .fbx file from blender to unreal that includes a character and their animations.

The problem: upon export and reimport to blender or unreal the mesh, rig, morph targets/shape keys, and animation, all import successfully. The problem is the shape keys animation is lost. I have tried numerous methods of baking the shape keys before exporting but the baked shape key action is always lost on export.

What I've tried: over the last week I have tried every tutorial and forum solution I could find including: blenders built in object/animation/bake action bake shape keys add on bake drivers add on every combination of animation bake on .fbx export including disabling bake animation

What I've learned: I can copy paste the character, rig, and animation layers to a new project and they still work I can delete the rig and shape key drivers after baking, and they still work I can see the baked shape keyframes in the dope sheet/shape key editor and graph editor and NLA strip before pushing down

whenever I reimport, the shape keyframes all disappear completely. The export setting Force start/end keying forces the action/NLA layer to remain upon import, but all the frames are still lost other than the added start and end frames. Before Export

After Export

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1 Answer 1

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Shape keys will not export if the export settings modify your mesh in any way. In my case, I had the Triangulate Mesh option enabled during export because I work with quads and needed the mesh triangulated for import into a game engine. I unchecked the Triangulate option and instead triangulated the mesh in Blender manually using Edit Mode > Ctrl+T before exporting. That solved the problem.

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