New answers tagged blender
Add 2 blueprints, 1 for head and 1 for body. Then in construction script of the main blueprint, spawn both and add head to body. When the head drops, unattach it from the body and add a force in the desired direction.
I think for the blood splashing you could use a particles system and make it play when a headshot it done. For the head burst I would divide the mesh in blender into pieces and then just move them away from the centre.
I was able to eliminate all of the GpuProgram warnings and also fix all of my animations by trial and error elimination of several shaders and additionally re-importing the models from Blender. Steps as follows. I set all of the models to use the standard shader in Unity. I then deleted and reloaded the offending shaders and did not have any errors, this ...
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