In this chapter, we demonstrated key animation retargeting using some of the more advanced settings within Mecanim.
We started by demonstrating some of the adjustments that can be made to an animation clip using the import settings.
Next, we looked at the Muscle tab, showing the limits that can be adjusted to adapt animation sequences to different character types.
We introduced the Avatar Body Mask as a technique to correct and combine different animations and make them more appropriate for individual characters.
Finally, we used this process to add variety to our male zombie character model by creating composite walk cycles from the two sequences created from motion capture data in Chapter 4, Working with Motion Capture Data.
In the next chapter, we will take a closer look at Mecanim's support for facial animation, and how a simple face motion clip can be used with audio to create a dramatic moment in our game.