Hi!
As I remember blendshapes stored in mdl binary file, That’s why there is no needing in additional *.ani files to animate blandshapes.
For using morph you just need get it or set weight from/for AnimatedModel with methods
[code]const Vector< ModelMorph > & GetMorphs () const
unsigned GetNumMorphs () const
Return number of vertex morphs.
float GetMorphWeight (unsigned index) const
Return vertex morph weight by index.
float GetMorphWeight (const String &name) const
Return vertex morph weight by name.
float GetMorphWeight (StringHash nameHash) const
Return vertex morph weight by name hash. [/code]
see doc:
urho3d.github.io/documentation/ … model.html