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Maybe there are tons of questions about this but i dont know what to look for. I have 2 animations, one is aiming a weapon and the other one is shooting.

When i aim the weapon i animate only its position upward and a little bit to the left so its in front of the camera.

When i shoot, i just rotate it a bit on the x-axis.

My problem is, when i shoot while the weapon is aimed (animated upwards and left) the whole Weaponholder get back to its initial (not aimed) position.

I thought when i just animate the position in one clip and only rotation in another i can mix them together. Am i on the wrong way or just did something wrong?

Thank you

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    \$\begingroup\$ Can you show us how you're currently layering/blending these animations in your controller graph? \$\endgroup\$ – DMGregory Apr 21 at 23:09
  • \$\begingroup\$ I dont, currently i split it into 2 animations, one from idle to shoot and one from aimed to shoot. Do you try to say layering/blending is the way to go for me? \$\endgroup\$ – MBrain Apr 21 at 23:16
  • \$\begingroup\$ It's worth reviewing the documentation at least, to see if you can find a solution there. \$\endgroup\$ – DMGregory Apr 21 at 23:19
  • \$\begingroup\$ Ii dont talk about animating parts of an object consisting of multiple entities. I talk about a simple primitive Cube for e.g - no upper/lower body mixing. Its like mixing upper/upper body in 2 ways. For example a hand. i want to turn it up - but sometimes while the hand is up it shoult also rotate. PS: i reviewed the "documentation" (how they call it) but its totally outdated/not actual in any ways. Your link leads me to a 503 error anyways.. \$\endgroup\$ – MBrain Apr 21 at 23:23
  • \$\begingroup\$ Yep, that's exactly what additive layering can accomplish. \$\endgroup\$ – DMGregory Apr 21 at 23:25

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