My Animator has an “Interact” state. Its animation clip can be swapped via override controllers, so every interaction inserts its own animation clip.
For some of these interaction animations I want to add a property to the clip managing the weight of an IK-Rig.
Problem is, the animation clip has to be present in the animator in order for the “Add Property” button to be active.
The reason for using override controllers has been to keep the different interaction animations out of the controller to keep it slick.
Will I have to add every animation I want to do IK in parallel as a state to the animator of the object I want to animate? Or is there a way to keep the current abstraction with override controllers and still be able to add properties to an animation clip?