this approach is more like you’re building different custom rig poses with much more advanced functionality
how do i make sure that blendshape animation comes through on a rop fbx character export?
i’m guessing it’s some combination of character blend shapes add and a few other nodes?
for anyone curious, found this hip file from edward on the sidefx forums, seems like it works. you basically pack each blendshape, give it the same name attribute as your capture geo, add blendshape_channel and blendshape_name attributes, hide the blendshape visibility, and then you set up a few detail attributes on the skeleton to act as the blendshape weights.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251607/03/25/kinefxBlendShapeFromScratch.hip