Unity Mecanim Blendshapes Fixes

Most importantly, the Blendshape animation only works on the body you made it on, so make that a PREFAB

[or copy the curves over with this script by Glazer: http://www.joshuaglazer.com/blog/copy-and-paste-unity-animation-curves-extract-animation-curve-from-animation]

[seems to need another avatar here and had masks — this controls the blendshapes through a face layer w/ mask]
unitychan
animator: unitychanactioncheck with unitychanavatar; no applyrootmotion; update:normal; culling:cullupdateTrans
faceupdate: script

[seems to need a diff avatar, just one layer — this controls the main animation]
->mesh_rootB
———————–
Animator: BodyB with bluegirlnomohawkun; yes apply root; upsate: normal; culling: cullupdateTrans
->bodyb (has blendshaps)
->default
->mixamorig:Hips
->lookpos


Use multiple animations layers w blending set to ‘additive’.   Use your base layer for idle or body animations.
-> Create a layer below it that has your blendshape animations such as eye blinking.

The bottom animation layers will override the top. If you have a blinking animation that only applies to the blink blendshape and it is set on the layer below the base, it will override the base and apply blinking on top of the idle animation.

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