Is your feature request related to a problem? Please describe.
Animations in Neos currently are very limited and cannot be blended, or properly split into different parts of a rig as of right now, making them very impractical to use for various things, including quad avatars, custom walk cycles, ect.
Relevant issues
1677 and #48 are both relevant to this, though they aren't quite the same thing, they likely should be worked on at around the same time as they do generally touch on the same system.
Describe the solution you'd like
An animation system that allows animation blending, preferrably through multi axis blend trees, allowing for an X/Y coordinate to be used for blending multiple animations on a tree, simular to how unity handles it, as well as multiple animation states (to allow switching between trees) that can be driven with logiX, as well as masking certain parts of a rig for different animations, allowing multiple parts of the same rig to be animated independantly of eachother.
Describe alternatives you've considered
Simple animation blending might be good for some things, but there are circumstances where you'd want to blend multiple animations based on any given situation, blend trees are obviously the most important part of this request though, as the other parts can somewhat be done already, albeit with a bit of component trickery.
Is your feature request related to a problem? Please describe.
Animations in Neos currently are very limited and cannot be blended, or properly split into different parts of a rig as of right now, making them very impractical to use for various things, including quad avatars, custom walk cycles, ect.
Relevant issues
1677 and #48 are both relevant to this, though they aren't quite the same thing, they likely should be worked on at around the same time as they do generally touch on the same system.
Describe the solution you'd like
An animation system that allows animation blending, preferrably through multi axis blend trees, allowing for an X/Y coordinate to be used for blending multiple animations on a tree, simular to how unity handles it, as well as multiple animation states (to allow switching between trees) that can be driven with logiX, as well as masking certain parts of a rig for different animations, allowing multiple parts of the same rig to be animated independantly of eachother.
Describe alternatives you've considered
Simple animation blending might be good for some things, but there are circumstances where you'd want to blend multiple animations based on any given situation, blend trees are obviously the most important part of this request though, as the other parts can somewhat be done already, albeit with a bit of component trickery.
Additional context
https://docs.unity3d.com/Manual/AnimationStateMachines.html https://docs.unity3d.com/Manual/class-BlendTree.html Unity's intergration of these systems for reference to what I'm talking about.