Hi. I try to figure out whats the best way to handle diversification of animations for models. Let me try to make an example. Lets say you want to show a fps-weapon. Each weapon is hold by hands which are shown at least when reloading it. And I don't want to have weapons ship their own hands. The look of those hands should also be a concern of the character played. Is it possible to only ship the bone-animations for "hands" and assign them on runtime? Another usecase would be to have various walking-, running- and idle-animations fur enemies so I can have the same enemy spawned multiple times with a random set of animations and only have to care about the animation-states "walking", "running" or "idle". As above, is that possible? Thank you!
If you are using an Animator component you need to use the AnimatorOverrideController. http://docs.unity3d.com/ScriptReference/AnimatorOverrideController.html Basically you create a template controller and override all the clips that you want, So each different character can specialized different clips depending on your need.