Hi, What is the roadmap for improving the old Mecanim-style animation state tools for the future? Much of the team wants to move to UE4 for the more mature and flexible animation toolset. I understand that the underlying Playables system is getting work, but even if we have a technical background, writing Animation jobs for every animation controller is not a great way to go. What is the timeline for seeing that work populate back up into the editor tooling? Are the Mecanim tools being improved, or are you working on a whole-sale replacement? I've seen some of the latest rigging system packages, but they seem mostly focused on simple procedural composition in a list of operators. It's useful for simple tasks and additive systems, but organizing a 50 state hierarchy with multiple types of blending would be a nightmare without a visual tool. Here are some of the main things we find difficult. - There's no good way to manage duplicated behavior between state machines. If we have 50 characters that do similar, but slightly different behaviors, we have to have them all use a single "uber-graph" or duplicate all of the functionality between 50 different graphs. Neither of these are great options. We use the uber-graph setup to avoid duplicated work, but this comes also at a performance cost and limits the types of things we can do because of how difficult it is to manage. UE4 accomplishes this because their animation controllers are Blueprints that can have simple scripts, composable functions, and can inherit from one another. This aligns much better with what animation controllers are: procedural scripts. State machines are only one piece. - Animation Override controllers are rarely useful beyond the most basic swapped animations. It's really not common for different characters to only differ by their animation clips. It's much more common for them to have an extra state or two, or extra blend trees. - Blend Trees can only be leaf nodes. As far as I'm aware, Blend Trees can only be leaf nodes in the state machine hierarchy. This is really limiting for a number of reasons. Notably, we don't do a ton of work with traditional humanoid systems, and if we do, they're usually unique rigs that don't fit the standard humanoid IK mold. Thanks!