Do you have noneverlapping uv cordinates?
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my character, unskin it, merge the vertices, bake the topology through the blend shapes, then delete history, re-skin, import those saved weights, apply the blend shapes again, but any method of baking I use...
Well that would offcourse explain it. because belend shapes are history so if you DELETE the history you loose the blend.
bake tropology actually woeking on histry so i see no nreason why youd need to delete history other then the merge node (or even that the original does not come into play anyway). Also don't see any reason why you'd need to exoport the skin and reskin.
Dont really se any big reason why youd need to bake tropoology either. just slap the merge after the fact its not like its a very expensive operation.