Help with Animator and Transitions

I have a character that is setup in a cutscene to have 12-15 animations. The animation transitions will not be visible to the player. First question is, do I need transitions if the player is not meant to see the change from one anim to the other? Currently my Controller has all the animations on the Base Layer, with Triggers for each animation. When I trigger a state to play via code, I don’t want the character to revert back to the default state after the anim completes. Rather I want the current “Called” animation to be the new default state (stopping at the end of the anim).

Do I need transitions to be able to call a state in the controller?
Should I make every animation have it’s own layer, since transitions don’t matter for my case?

Thanks for the help.

You could do either - e.g. have separate layers for each state, conversely you could have transitions of length=0. As this is a cutscene, your animation states are unlikely to be interupted, so the method you choose depends on the workflow you wish to have for your cutscenes. Some people may want to transition straight to another animation without having to trim or edit down individual animations, so a transition of sorts would be required others have their animations already exactly the correct length, in which case they can simply play back states on layers. The best way to ascertain this would be to try them both out.