The Animator forces the blendshap value to be 0,even it is not in the animation clip

Animator mechanism, as long as the skinmesh is in the animation clip, it will control the overall skinmesh, if the skinmeshy has 100 Blendshaps, even if only one is in the animation. The remaining 99 are kicked from the animation clip, which is also of no use. The animation runtime will assign them all a value of 0 by default. I only want one blendshap to be controlled, and the others are expected to be controlled by the code or remain in the original state. I want to use the art already done parts of the animation first, but update the rest

Can you set them in LateUpdate so the Animator doesn’t override them?

That said, it seems the solution is to uncheck relative in Blender when exporting: blendshapes not working with animator controller existing - #4 by waller_g

if i set the blendshaps in Lateupate,i can work, but what i want is, the blendshap not in clip can be out of animator control, tht lateupdate overwrite must set every fram, if i want some script control blenshap in fixed time gap like every 0.5 sec , those blendshap not in clip should be stay last state,but now ,is 0,i have to set them in every frame, this Cost additional calculations!