Taken idea and familiarity from VFX and shadergraph. I think unity animation, animator, blendtree, mecanim, rigging, state transition and everythings about animation should be reworked into graph node system like shadergraph There was many times I would like to have be an animation parameter from the system. Such as camera position. Angle between model facing and target as blendshape value. Calculate direct animation / blend tree position / animation speed or mirror with math formula. Such as I might have only -1 to 1 value for animation parameter. But if it negative it will set animation as mirror and blend with absolute value. Or control direct motion by sine(distance) instead of time Not to mention reaction with arbitrary object as IK and map one parameter to another value. Change quaternion to euler angle or change angle to trigonometry value. Convert radian to degree and so on All of this are too tedious to control by monobehaviour. It also need to go back and forth between animation and animator and blendshapes and code so if these system was all become graph node that can control the flow of values and animation motion I can imagine we could have animationclip node with time as default node's input And then we might have complex blendtree and input to control animation with any function and logic in between We might reuse Animation Transition UI and BlendTree UI in here but the concept is the same. And we might have some clip that input into in the blendtree have direct motion based on another input. We might have another kind of time function. And might be making whole animation rigging over this system Any thought?