Thanks again, Alex, for the files, it always helps me to understand the project more, and narrow the problem.
The Joints (bones) need to have their own keyframes to work.
In the initial file, you had sent to me, the “scale” of the joints were not done correctly, and I guess there was the problem to get any further step working.
Please explore the FBX file. I have baked the keyframes into the joints (rotation and position). Please do not use points in the PoseMorph for this.
At the moment the FBX works for you, I’m happy to share more details.
BTW, I’m not aware if there is any change in terms of visibility for planes (back-side, invisible).
Here is an entirely new version of your initial set up.
https://www.amazon.com/clouddrive/share/Cb08r2XCJHZUoybWk0RsaM9x8A8DunVsFE603leChKH
It is my understanding that Deformers like the Bend deformer is not supported in Unity. No idea if that is correct.
The idea to use Blend-shapes for an animation like this will have huge shortcomings, as mentioned above. Except you use a lot of those. Besides exporting an Object-Sequence and use perhaps only a few of them, the Current State To Object command seems the only alternative. I checked the manual of Unity, and it doesn’t support PLA animation from Cinema 4D), perhaps there is a different way if so, I would reduce the mesh density.
For now, I would like to focus on getting the Joint based animation working, as it seems the best way, with little animation information and single information about the mesh, it should be more appropriate for real-time setups.
All the best