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You can change the Speed of the Animator itself, which may be adequate for what you are trying to do: http://docs.unity3d.com/ScriptReference/Animator-speed.html However, if you need to adjust each animation individually, you will need to use the AnimationState object instead. http://docs.unity3d.com/ScriptReference/AnimationState-speed.html


Well, a very basic linear interpolation pattern goes like this (pseudocode): currentVelocity = currentVelocity + (interpolationRate * (targetVelocity - currentVelocity )) Calling this on update instead of directly setting the current velocity will do what you requested, the transition speed is adjustable by adjusting the interpolationRate value (between ...


You can interpolate tangents just like you would everything else, there should be no problems with that, as long as your mesh (morph target) count is low - I think there was a rather low limit on how many attribute slots you can use (GLES2.0 says there must be at least 8, Chrome seems to have 16). An alternative (if you can take the pressure on the pixel ...

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