After looking in a thousand places and reading many threads I can't find a solution, so as I had already heard about this page and I see that you are experts in various software, I decided to join.
I have to export a face and neck animation from DAZ3D to cinema, basically because I render in octane in cinema and I have to attach some objects modeled from 0. For example, I have to get some grillz in the teeth modeled from 0, so I have to make the grillz are perfectly related or subject to the teeth, the same with some spheres and the tongue.
The problem comes when I export in FBX the morphs of the face and tongue is when the animations are in negative, here there is deformation. I attach pictures of how it looks in DAZ3D and Cinema.
If instead of exporting in fbx, I export in alembic to not have to work with dials or bones because I do not need it when the animation is already done, the problem comes when I do not know how to attach the objects to the tongue or teeth, I have seen the method with xpresso or clone, but it does not work because although they follow the points do not follow the rotation so they make a movement similar to the seat of a wheel, they do not go with the animation of the head, the same thing would happen with the tongue.
How can I do it? The easiest way is fbx but I need to export the morphs well without dials or fix the ones I already have in cinema so there are no deformations.