The best approach is usually to use what's exported from FaceGen to update 
vertex positions and texture images for an existing asset (FBX file).

So you would define your bones & weights in the FBX and not worry about 
trying to round-trip them through FaceGen.

I take it faceshift provide these non-hand-made subtle blendshapes ?

If so, just leave them in the FBX file as well. As long as they're stored 
as deltas they should work fine with any new base shape created by FaceGen, 
since FaceGen never changes the overall sizes of the head mesh, for just 
this reason.

In the event that they are stored as absolute positions, you'll have to 
tweak your FBX update script to difference them from the original base 
shape then add them to the new base vertices.

Best wishes,

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