I have a character with expression blendshapes that I have animated in Unity. While I am previewing the animation clips, they work as expected. However, when I run the game, Unity subtracts the beginning keyframed blendshape weight from the entire animation. First example: The blendshape is keyframed from 25 to 100, but in-game it animates from 0 to 75. Second example: The blendshape is keyframed from 100 to 0, but in-game it animates from 0 to -100. Can anyone help me figure out why Unity is normalizing the first keyframe to 0? EDIT: I've discovered that setting my blendhsapes to the start weight of the animation ON THE PREFAB will eliminate this weird offset that's happening. Unfortunately this only solves for a single animation. If I have another animation with different blendshape start weights, I run into the weird offset problem again.