Maya Blend Shapes Guidelines • Do not use identical names. Since the FBX plugin is not case sensitive, conflicts may occur when merging back using the same letters for a given name (for example: big, Big, BIG are all the same). Use different names. ! Note: When renaming, use the “prefix hierarchy names” (>modify) command in Maya to rename a complete hierarchy. • Do not delete the target models from your scene until the file has been exported in FBX format. The FBX plugin needs these models to export the Blend Shapes. • Use the default options (“Origin:Local”, and “Check topology:On”), except for the deformation order option. In the Advanced tab, use the “Front of chain” and not the “Default” option. • Use only one Blend Shape input per object. Do not use the “Create Blend Shapes” command more than once on the same object. • Generate the Blend Shapes on each geometry separately. Do not use the entire group (like the head group), but instead use each part of the head separately.

Good examples: - Face_base with happy_face_target and sad_face_target - Teeth_base with happy_teeth_target and sad_teeth_target Bad examples: - head_group with head_group_happy and head_group_sad Using the group method will transfer into MOTIONBUILDER, but will generate duplicate Blend Shapes in MOTIONBUILDER.

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