Hi everyone, I'll introduce the use case of what I'm trying to accomplish first, and then the question. What happens? Character movement - doing it on timeline is one of the most tedious tasks to do in Unity, imagine this, you have a cinematic cutscene where a character walks to a certain place, then stops in idle, then rotates and walks to another place, he has to avoid some obstacles, move upstairs, stop, walk again, etc etc. currently the only way to do this with out-of-the-box tools is using the animation track in timeline, adding lots and lots of clips of walk, idle, walk-left, strafe, jump, etc etc. blend them nicely, adjust every single offset pos and rotation, if something changes later in one of the first clips, you have to readjust the ENTIRE thing. Ok you get it, probably most of us had to deal with this at one point. What's the idea? what solution are you thinking of? Creating a custom track that allows you to define a spline path for which the character will walk, (I'm thinking maybe using dreamtecks asset), what I need is now just to set the value of the object/character to whatever I need it to be in the spline, then the custom track will compute the velocity of movement of the object along the spline, and do something like mecanim does with blend trees, where I can blend between idle->walk->run depending on the computed velocity. What do I need to start? first of all, information on how to implement custom animator tracks, I have created multiple custom tracks to deal with many different things I needed for my projects, but never a track that manipulates animators, moreover, I need something that can manipulate the animator of the character, but that it can blend nicely with the usual animator track, so I can use both, one for the character translation, and the other to execute non-locomotion animation clips (such as throwing a punch) Now, I know the only thing that manipulates animators in timeline is the Animator Track itself, and the override tracks, I hope there is a way to create this in the form of a "override track" kind of, so when I need a specific clip to play, it blends and overrides the locomotion animation of the "Spline locomotion Track" if anyone can point me in the right direction, this could save dozens of hours for animators and people doing character movement in timeline! we could even add it as an addon/free asset to unity, I think this feature is so needed and elemental it could be in vanilla Unity or at least as part of a goodies asset. thanks!