Export cancelled: Object Reference not set to an instance of an object (Maya 2022)

Hi there running into a issue when a exporting a .glb from my Maya scene using the exporter.
The model has a few animations driven by joints with blend shapes for facial expressions, so fairly simplistic however when I go to to export the model I’m getting the following error:

Summary

Export started
DAG: full
DAG: relevant
Exporting nodes
AvatarRoot
AvatarBody
AvatarEyelashes
morph targets
mFnMesh.fullPathName=|AvatarRoot|AvatarEyelashes|AvatarEyelashesShape
mFnSkinCluster.name | skinCluster8
Max influences : 1
6300 vertices, 4900 faces
All the vertices share the same position. Is the mesh invisible? The result may not be as expected.
Morph target
A mesh with both skinning and morph target is not fully supported. Please set the playhead at the frame you want to choose as the bind pose before exporting.
There are 14 morph targets.
Please be aware that most of the browsers are limited to 16 attributes per mesh. Adding a single morph target to a mesh can add up to 3 new attributes (position + normal + tangent). You can export less attributs by modifying the MorphTarget options.
BabylonExporter.Mesh | done
AvatarHead
Mesh has invalid tangent data. Exporter will not export tangets for the mesh AvatarHeadShape
Mesh has invalid tangent data. Exporter will not export tangets for the mesh AvatarHeadShape
Exporting materials
Exporting skeletons
Export animation groups
GLTFExporter | Exportation started
GLTFExporter | Exporting nodes
GLTFExporter | Exporting meshes
GLTFExporter.Mesh | Export mesh named: AvatarRoot
GLTFExporter.Mesh | Export mesh named: AvatarBody
GLTFExporter.Mesh | Export mesh named: AvatarEyelashes
GLTFExporter.Mesh | Export mesh named: AvatarHead
Export cancelled: Object reference not set to an instance of an object.
System.NullReferenceException: Object reference not set to an instance of an object.
at Babylon2GLTF.GLTFExporter._exportMorphTargets(BabylonMesh babylonMesh, BabylonSubMesh babylonSubMesh, BabylonMorphTargetManager babylonMorphTargetManager, GLTF gltf, GLTFBuffer buffer, GLTFMeshPrimitive meshPrimitive)
at Babylon2GLTF.GLTFExporter.ExportMesh(BabylonMesh babylonMesh, GLTF gltf, BabylonScene babylonScene)
at Babylon2GLTF.GLTFExporter.ExportGltf(ExportParameters exportParameters, BabylonScene babylonScene, String outputDirectory, String outputFileName, Boolean generateBinary, ILoggingProvider logger)
at Maya2Babylon.BabylonExporter.Export(ExportParameters exportParameters)
at Maya2Babylon.Forms.ExporterForm.d__32.MoveNext()

From what I can gather the exporter is having issue with the morph targets, saying they not to an instance of an object. I’ve probably missed something but I’ve used this workflow before with the exporter and it’s been fine in the past, so I am a bit at a lost.

I searched this topic before and it seemed this issue was more related to materials - which in this case I’m using StingrayPBS so it shouldn’t be that.

Any help would be appreciated, thanks!

Ah NVM, was able to fix by unchecking, Export tanget in the MorphTarget options of the exporters.