i need a little help planning this out.
So i have a character. he may or may not have a weapon in his hands, at any given time.
He walks, runs, sprints (i have a blend tree for that), he stands relaxed, he jumps, he crouches.
When he’s got a weapon in his hand, he may do all of that stuff too, and mostly only his upper body changes, although when standing still he might have a different pose. And he’ll also have a “weapon ready” pose when he’s recently been hitting things with it.
And then at completely different times, he might have a very different weapon, which requires its own overriding set of animations
The way i’ve done it so far, i have a base layer which has two statemachines, onGround and inAir.
The onground one has two states at present, Standing idle (without weapon) and locomotion (which is the blend tree with walk/run/sprint)
I’ve got a Readiness layer that i was going to use for weapon poses, but now i’m not so sure how the overriding should work
And ive got an upperbody layer, which i think, i should use for weapon animations that only use the upper body, and thus allow the legs to move normally while walking.
But i’m thinking that only overriding the upper body while standing still, will look odd. I’d like weapon animations to use the whole body if the character isn’t moving, but for the lower body part of them to not take priority over walking/running.
And i’d like the weapon idle/ready poses to entirely replace the unarmed idle/ready poses.
And at this point it kind of feels like a mess, i’m not sure entirely what i want. I could really do with examples and demonstrations

