Unless I'm misunderstanding, the new blend shape normal calculation options don't have a way to retain the mesh's base normals. This is particularly problematic when animating meshes with custom vertex normals (for things like toon shading, etc.). The editor tooltip says: "If Import is selected and the blend shape has no normals, they will be calculated instead" But could there not be an option for the blend shapes to retain the normals of the mesh in its default state, so that the normals don't change at all when animating blend shapes? The way it is now, no matter what my setup is, so long as I have custom normals the blend shapes will change the normals to the calculated versions. For reference, I'm using 3ds Max and the Morpher modifier, and I've turned off Smoothing Groups when exporting my FBX because it will average out the vertex normals I've set manually, which is undesirable. Edit: I just checked 2018.2, and this seems to be the behaviour I'm talking about. Another option in the importer for having the blend shapes interpolate normals like this would be greatly appreciated. Something like a Legacy option would be ideal.