
Unity's blendshape controls -- basically just a list of textboxes -- were going to cause me a lot of pain. After wrestling with broken AnimationClips for my previous attempt at facial expressions in my game Stick Shift, I decided to actually invest a day or two into building better tools for myself, inspired partly by Valve's old Faceposer tool for Source Engine 1.
To do that, I scripted the Unity editor to draw a custom inspector with sliders (based on Chris Wade's BlendShapeController.cs) along with an interactive 3D face preview at the bottom of the inspector.
The workflow I wanted was this: