Animation layers and rig masks

Hi, is there a way to define real-time animation layers like in Unity (Unity - Manual: Animation Layers)?

I saw in the docs that you can define weights to animations to blend them, but is there a way to set a mask on the rig such that animations will only affect certain bones at runtime?

For example, I want the top half of my character to swing a sword and simultaneously have the lower body be either running, idle, strafing, etc. I don’t want to create new upper body and lower body animations neither and I’m looking for a real-time rig masking/layering option.

If it does support it, how would i go about this? Is there additive and override blending?

This is unfortunately not supported as far as I know. Ping @Deltakosh for confirmation.

That is correct but honestly it should not be too hard to clone an animationGroup and remove the targeted animations that target unwanted bones

Actually it could be a fun feature to add to animation groups :wink:

Here is the deal: you give me a license free glb file that I can use to test, a definition on how you want to apply your masks and I add the feature for 4.1 :slight_smile:

It would be an interesting feature. Thank you for add it. :slightly_smiling_face:

wait it is not validated yet :slight_smile: I need a repro glb file