I saw this thread a few days ago and decided to try the new animation rigging system. I’m planning to make some procedural animations based on this animation boot camp video. I’m also trying ideas from motion matching and Ubisoft's IK Rig. I don’t mind losing a bit of control or quality if it helps me make animations faster. This method uses less keyframes and does bicubic interpolation instead of linear interpolation . Because bicubic interpolation isn’t supported by the animator it tried setting up a new animation job to blend between four keyframes e.g. keyframes a,b,c,d with time t to blend between b and c. t might be controlled by time, movement distance, jump height etc. These four keyframes are similar to blocking animation so I’ll just call them block poses from now on. Once t is greater than 1 I push a new block pose to the end and delete the first. Blocking poses don’t animate and have a new LinearConstraint to blend between two keyframes. If t is less than 0 then it creates and anticipation pose, if t is greater than 1 it creates an overshot. The four main block poses should be basic rigs e.g. no twist bones, face bones, just the main limbs (I’m using the full character rig in the video). They can also have other constraints applied e.g. open door pose might move the character to the door and use IK to reach the door handle. The bicubic animated character can then apply more constraints like twist bones, IK etc. Video: The four characters at the top are the blocking poses. The character on the bottom right is blending these blocking poses with a new Bicubic InterpolateConstraint. The staff the character is holding has an updated JiggleChainConstraint and a PositionConstraint to the hand (rotation is from the bicubic animation). When the animation changes from run to walk it has an overshot to push the next pose a bit more. The character on the bottom left shows the LinearConstraint blending from -100% to 200%. The red ball has a BezierPathConstraint. This could be used for walking paths or climbing. The bent staff on the left has a SpineChainConstraint that makes the bones follow a path (Quadrupeds) Animation keyframes This process uses fixed keyframes/poses rather than a smooth animation. I tried a few other ideas but decided to use a standard animation clip (helps with posing and timing). I duplicate an existing animation and move it to a higher parent, this allows me to keyframe multiple rigs in the animator e.g. constraints, weapons or character interaction. I then find the key poses I want in the animation and use “Add Keyframe” to key all layers. Then I delete the keyframes in between, only the main keyframes are used. The last keyframe isn’t used in looping animations and is only set to get the duration. Because I can’t get the clip info at runtime I create a scriptable object called KeyframeClip with a reference to the clip and a list of the keyframe times. To display a keyframe I assign the clip and keyframe index to the LinearConstraint. I can also manually pose the character or animate constraints like IK weights. TODO Currently time moves linear, i might add an animation curve to control timing e.g. a punch might start slow and end quick. Character movement. Damped symmetry: if I have a couch and jump pose with the arms in the air then I might not want the arms to be at the highest point at the same time. If one arms animation is slightly slower or staggered then it should make more of a wave motion. Update block poses e.g. draw gun could update keyframes, bicubic animation might look better than animating the IK on the final rig. Motion matching Center of mass constraint Self collision constraint (just basic spheres) Foot placement with BezierPathConstraint and IK. Quadruped I’m mainly trying ideas at the moment but I’d appreciate any suggestions or links to other procedural methods.