Duplicate facial blendshapes in Unity exported FBX make facial animation impossible
When exporting a character from CC4 to Unity as an FBX (Target Tool Preset: Unity 3D, Mouth Open as Morph), I repeatedly end up with duplicate blendshapes on the character's mesh. What typically happens (I've tested this over and over on different models) is that the first occurrence of the blendshape is broken in Unity (moving its slider does not deform the mesh) while the later one works as intended. Since Unity does not auto-rename the duplicate blendshapes like other 3D softwares do, it actually becomes impossible to animate the second occurrence of the blendshape since Unity's animator recognizes the blendshape by attribute value rather than by index.
See the attached video for a demonstration of the bug in Unity.
Custom facial morphs added to the character in CC4's facial profile editor almost always end up duplicated in the Unity mesh's blendshapes. Even some of the default facial morphs end up duplicated (see the Mouth_L blendshape twice in the attached screenshots). In some cases, both duplicates animate the mesh properly, but in other cases, only one of the two copies animated the mesh.