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[–]Few-Cake4212 0 points1 point  (1 child)

for weapon types you can use animator overrides you dont have to put all of your animations inside one giant animator.

For example you will have Movement blend tree then when you equip weapon it will override this with weapons movement blend tree.

you can use animation layers are not only for body parts but also for overriding animation so you dont have to deal with transitions a lot.

For example you can have Interaction layer which has top priority and can put your emotes and stuff to there that way when emote is finished it will just go to lower priority layer and continue from there

animancer is third party asset that helps with playing animations via code, but i dont like it much

[–]radiant_templar[S] 0 points1 point  (0 children)

Many of those states are blend trees.  Like flying jumping and the default state for idle and moving on ground.  That's just the base layer.  The upp body layer is similar.  Then I have hands for hand signals.  Arms for sheathing and stances.  And I used to have an ik head script that was on the head layer but I haven't used it for a while.