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?
Actually it could be a fun feature to add to animation groups
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