I have an object with two animation clips: "idle" and "jump". When I play the jump animation Unity overwrites existing transformations and returns my character to the origin for the jump.
What I really want is to ignore the Position.x & Position.z components of the animation, and to just add the Position.y onto any existing transformation that I have.
I had thought of using `AnimationCurve.Evaluate` to return a float which could be added to my existing transformation, but I can't figure out how to refer to just the Position.y of the "jump" animation clip. Is this the best approach, or is there a different method entirely?