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?