Smart Hair assignment of brow blend/morph shapes (name and quantity)
Steps: 1. Place smart hair components on default avatar. 2. Make sure to include a smart hair brow piece. 3. Export to Unity (fbx). 4. Place exported asset in CC_Assets folder in Unity and wait for auto-import to finish. 5. Place imported unity character into a scene 6. View "Female_angled" (brow mesh) game object's blendshapes on Unity inspector window in the mesh renderer component.
Expected results: - Maybe to see the brow morphs, named appropriately, because they have to be animated separately to the body/head brow morphs now. - Maybe see some additional ones that are having a slight influence on them when they are adjusted on the main mesh (e.g. nose_scrunch) as well.
Actual results: - All the morphs are present, and they have strange names, including the first one called "(none)". - Most morphs do nothing, but some appear to have a slight influence (maybe those ones should be kept, so long as they have >0 influence on the brow?).
Relevant platform details: - Character Creator 3.4 pipeline - Unity 2020.3 LTS - Auto-setup for Unity 1.1
Notes: Custom morph/blendshapes not tested. Expected behavior of those is unknown.