FBX Expert Needed

Hello (again). I have exported a gen 2 model to Cinema 4d using the FBX format. I was able to edit the FBX popup screen to bring over all the expression controls from daz using the cntrl.head export commands. Yay. Has anyone transfered ALL the controls using that system before? I mean. I can do pretty much any expression. Shouldn't I also be able to pose it.
Also, does anyone know how to accurately scale FBX exports?
Thanks.
Comments
In Genesis 3 & Genesis 8 the expressions are bones & therefore not exportable as blenshape aka morphs. You control the expressions by moving the bones in Cinema 4D.
Genesis 2 I think the expressions are morphs and so exportable that way.
Since it's a morph and not a bone you technically dial the morph in you don't pose it like a bone.
I have exported all morphs to Unity a few times & it results in a very big FBX file. You use a wildcard (*) combined with a unique part of the string on your morphs to export a particar set of morphs.
When exporting any character to fbx (including gen3 and gen8, which will export facial blendshapes/morphs), you have to edit the export rules for the particular character to "export". By default these are set to bake, which will not allow you to change them in your destination program.
The easiest way to export all facial expressions (and not any other morph, which you want to bake as to keep the character you are using) is to add a rule where "head." (take quotes out) is set to export.
See attached image
Now, fbx from daz doesn't have an option for scale, normally it will come out as centimeters (as I believe this is the default for fbx). I don't use Cinema4d, so I don't know how the export looks in there, but in Motionbuilder, you have to select the whole object and child objects (which will include the mesh/es) and then you can scale from there, and it works ok.
Thanks guys.
I have motionbuilder so I can scale there. Export from Daz. Scale in MB. UV in zbrush. Sculpt and paint in 3dCoat. Animate in Cinema 4d. The workflow gets longer and longer and longer....
I just saw a tutorial that gave me a great answer to the accurate scaling of Daz FBX exports to Cinema 4D without ruining the skin deformer that binds the skeleton to the mesh in case someone's using Daz with Cinema 4d. I can't believe its this easy. In Cinema, go into Project Settings and just change the Project scale. LOL. OMFG where the F stands for Fabulous. If you copy and then paste the model in another instance of Cinema 4D it retains the size and the project scale is set back to 1. Yay. Thanks guy with Russian accent who's tutorial I closed before noting the name.