Thanks for the reply!
I'm trying to export the Targets / ShapeKey / BlendShapes / Expressions or whatever you'd like to call them
The things that deform mesh to a given extreme.
I think they are called Targets in Makehuman.
The Expressions in Makehuman are a combination of targets.
In Blender they are called ShapeKeys.
In Unity (and probably also in FBX) they are called BlendShapes.
The way I managed to export the face targets from Makehuman is to export to mhx2, then I get the face targets as BlendShapes in Blender and can export them further to fbx.
I checked the mhx2 export code and found the function addShapeKeys in import_runtime_mhx2/shapekeys.py
As far as i understand it generates the BlendShapes from data/hm8/faceshapes/faceshapes.mxa
What I dont understand is how the faceshapes.mxa is generated.
There is a subfolder with all the .target files that get converted to BlendShapes, but I dont understand how I can replace them with my own set of .target files because as far as i can tell only the .mxa file gets parsed by the exporter.
Basically I am trying to replace the set of facial targets (31 files: brow_mid_down.target, brow_mid_up.target.....) with my own set of targets that would correspond to Apple ARKit facial BlendShapes.
This would then allow animating the face with the iPhoneX face camera using the source code available in this blog post by unity:
https://blogs.unity3d.com/2018/08/13/fa ... g-with-ar/