Why Animation Override Controller?

As I gather, Animation override controller only changes the animations. The transitions remain same as the parent controller. What is it’s advantage over a second animation controller?

For example, I have different animations for unarmed, bow, sword etc. Apart from that, there are other changes… There is no “Attack” Animation in Unarmed mode, There is no “Climb Rope” in Sword animation, etc etc…

Can’t I just keep two Animator controllers and switch them in runtime instead of an Animation Override Controller?

Okay, I understand that switching to an Override controller retains the animator states, as the states are same. Does that mean, If I switch to another animator (Not override) will it start from “Entry” of the new controller? Is that the only difference?

Okay, did some trials… Neither the Animation Override controller nor a new Animation controller serves my purpose. Both have its limitations.

  1. Override controller can’t have a state of it’s own.
    3 Switching between two animation controllers is not smooth. It is like a kill switch and re-init. There are glitches during this switch.

I should go with my third option… A flat (And big) animation controller, with individual parts grouped into Substate machines to make it cleaner.

Unless any new knowledge to be added in this thread, I’ll consider my question answered. Thank You.