Description
What problem does this solve or what need does it fill?
I want to be able to have apply a normal 'running' animation to my characters whole body, but then also be able to apply a bone-layer-masked animation to just the torso of the character on TOP of that running animation at will.
What solution would you like?
I would like for the bevy animation system to be able to support 'Layered Blend Per Bone' , the ability to apply an animation to a particular set of bones ( by bone [node] name ). Ideally, I also want the blend to apply in such a way that my layered animation is FULLY expressed, not averaged down by a division of the total weights of all animations. This is because I want the sword slash on the torso to look complete and not weird like it does when trying to blend it in 0.14 .
To be honest, an example with a humanoid who is running and sometimes doing a sword slash would be preferable to the fox example because i dont think the fox example is powerful enough to full express and capture what is needed.