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Unity Character Animation with Mecanim by Jamie Dean

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Driving a blendshape animation with the animator controller

The zombie's face animation is a nice touch, to make it clear to the player that something is happening in the game. The effect is quite subtle; due to the limited number of face bones that we can retarget in the Humanoid rig type, we are not able to get a full range of expression across in the zombie's face.

One way to get around this is to use a different kind of animation. Blendshape or Morph Target animation types do not use bones or joints to deform the model, but use a second, altered version of the mesh. Blendshape animation sequences can be driven in the animator the same way that skeletal animation can.

Blendshape animation sequences are usually unique to a model. They are created ...

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