Animation workflow, animator controllers

Hey guys, new to Unity.

I wanted to ask how most people approach animation hierarchy in 2D.

I wanna make a game with an MC and multiple (skeleton rig) companions, each having their own animations etc., but also with cutscenes where they interact for example.

When I have these characters with different rigs, do I create separate animator controller and its animations for each character, or do I create a single controller for the “characters” game object that would contain all the animations for everyone?

Also, if I want to make a reusable mini cutscene where the MC can hug any of the companions, would I create two separate hugging animations (one for mc, one for each of the companions) and play them together, or would I somehow make a together single animation containing all the rigs and just hide/visible who’s active in the scene?

Thank you a lot. And also hope you have awesome holidays!

I think you have to create animation controllers for your characters.
But you have to add transitions if there are multiple animations in your animation controller!
Have a nice day, hope i could help.

Thanks! Yeah it seems that way. I am going to make anim controllers for each and their respective transitions (state machines and or blend trees).

Though I still don’t know how to handle people interacting. If there is a way to make a group animation and somehow assign actors (rigs), or if I have to do them separate for each character and position them in the scene correctly while playing their respective animations. Can’t find any info about that.