I have my character’s Idle/Walk/Run animations set up on a Blend Tree on his root Animator - standard stuff. To help make my Timeline-based cutscenes easier to make, I was hoping I might use Timeline to control only the character’s position - with a simple script attached that updates the root Animator’s parameters based on the change in position every frame.
I’ve got this working pretty well - I can have a single Timeline track that just animates the position playing alongside my script, so his regular Animator BlendTree can still run.
The problem comes when trying to layer in some upper-body animations, such as a wave. Even as an override to the position/rotation track, and applying an “Upper Body” Avatar mask, the character’s Animator is totally controlled through Timeline for the duration of the clip. Both tracks are affecting the same Animator on the root.
Is there a way to have a Timeline track only affect a given layer in the Animator, and not take over the character’s Animator entirely? Or is this a bit of a dead-end?