Using Mecanim in a way that's similar to UDK aimNode?

Hey Guys,

I’m currently migrating a 2.5 d platformer to Unity from UDK. I’ve got running and jumping Ok, but I need to get the aiming to work.
my question is, do you guys have any idea of how to get aiming to work? Maybe a blend tree of different poses that is driven by vertical binding? The reason why I am migrating is because the aLook up axis in udk doesn’t allow for the articulation that I want.
Any input would be appreciated!

Yes, it’s similar as it has Blend trees, but I don’t think animTree retargets animation like mecanim can.

In terms of aiming, unity has a package called Headlook controller, with a little tweaking you can set it up to look up and down with a default aim animation. I use it in one of my games. I had to modify it to KinosHeadLookController.

This will work too.