Editor script access to Mecanim state machines - OR merging Legacy capabilities?

Hi There -

I’ve seen a post or two related to this subject, but figured I’d give it a +1. Our game implements some functionality (humanoid locomotion, e.g.) that benefits greatly from Mecanim and its graphical state machine editor. But at the same time, we definitely miss some of the features of the legacy system (we have literally hundreds of custom animations, and most of the time we just want to transition from whatever state we’re in to some arbitrary other animation). Is there any timeline for either providing script-level access to the editor-side construction of Mecanim state machines, or somehow integrating the more data-driven-friendly legacy capabilities with Mecanim…? Having to make by hand what amounts to a mess of dummy state nodes in the graphical editor is becoming painfully tiresome. (You can imagine: by far the largest layer is a ridiculously ginormous unicycle wheel, with hundreds of spokes going from Any State to each of the custom animations.)

Thanks for all the great work you do!

Cheers,
Kerry

Our team also needs the ability to customize Mecanim state machines via scripting. I have seen Unity devs state that they’d like to add scripting support for the AnimatorController in posts going back to 2012, but no time line. You can hack away with UnityEditorInternal, but I don’t think it is safe to expect usage of UnityEditorInternal to work in future releases (same with hacking around with the text serialization of animator controllers).