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So, are you using DMX or VTA flexes for this model?
If DMX, it can be as simple as just turning the "stereo" value for a flex from 0 to 1.
If VTA, either have a different flex for each side, and just add both, giving the flex controllers the "right_" and "left_" prefixes, or use the "flexpair" command instead of just "flex", like this:
An example of a stereo DMX flex:
In both cases, there will be a flex controller called "right_ExampleFlexExposed" and "left_ExampleFlexExposed", which are then merged into a stereo flex in Source FilmMaker.
Would it be possible to use the already existing facial bones to make flexes without messing with the skin of the model? If so how?
I find using Blender to be much easier and efficient for making facial flexes, but if Maya also uses Shape Keys, great, use it.
Uhhhhhhhhhh, what do you mean by that? So you want to make a preset, without setting assignments on the face?
If you can't, see if you can change the weight-mapping or rigging or bone-rigging (basically the "mesh-to-bone" thing) so no single vertice is affected by more than 3 bones.
If you can, you should be able to export and compile now, and then I recommend sticking to DMX, but if you can't, you're going to have to use SMD mesh(es) and VTA flexes.
Trust me when I say flexes in DMX files are much simpler to define and give stereo-ness and such. (Though, I believe you're going to need some Lua scripts or something along with a command-line tool to manually define flexes properly, unless you use Blender.)
In Blender, you can move the bones in "Pose Mode", select the mesh, find the armature deform modifier, and choose "Apply as Shape Key" or something, which should do exactly what you want.
(However, I honestly don't know if you can do that to a model that already has shape keys, even if said shape keys are from applying an armature deform modifier as a shape key.)
Then you can just set up a new armature deform modifier, and repeat it for as many flexes as you want.
For the armature/skeleton, there should also be a "return to default pose" thing. Not sure where, so just try selecting the armature in "Object Mode", press space and search for "pose" or something else, then if you don't find it, try going to "Pose Mode", press space and search again.
I have no idea if it's even possible to do this in Maya, let alone how to do it.