Blend Tree interpolation & procedural methods

New to programming (have a programming friend but I’m the animator atm)
As we’re trying to optimize repetitive tasks I’ve been trying to get a run animation with only 2 pose keyframes to interpolate and mirror the run on each side then add a bicubic interpolation over it to get a convicing run cycle with only 2 keyframes.

we’re unable to figure out getting Unity to mirror said keyframes and on how to code in bicubic or spring interpolations

Example of what I’m attempting to do:
youtu.be/LNidsMesxSE?t=5m22s
6:49 for the interpolation part.
17:33 shows how he applied these methods to his FPS game Reciever which is built with Unity.

Here’s the source code for Receiver: GitHub - WolfireGames/7DFPS i can’t seem to make heads or tails of it as it’s heavily broken on the latest version of Unity and it seems a large chunk is dead legacy stuff.

Searching around some suggested Direct blend tree as you can go above or below 0-1 values but i ended up with this https://gfycat.com/DeepAssuredBrahmanbull and there seems no way of doing more advanced interpolation without code and are limited to curves.

Also i can’t seem to be able to set an idle pose with direct blend mode.
Outside it? sure but that takes a keypart of the whole idea of this more linear fast approach to animations.

Any idea where to go from here? It’s quite an incredible method if only i could figure it out, Would save countless hours of animation on my part and speed up the project 10fold.

Anim mirroring is for humanoid rigs. Is that what you meant?

Yeah like normally in say Blender you would select keyframes then paste them and reverse on X axis, Wondering if that’s possible with direct blend mode but mainly trying to crack the interpolation methods

Did you ever crack the interpolation methods here? I’ve been trying to do this exact thing myself and am nearing writing my own animation engine to do it if I have to, but I’m in the same position as you here.

If you did manage this, I would totally appreciate it if you would share it with me. As a fellow animator / programmer, I too see how useful this is in saving some serious time!