The Three Independent Channels
| Channel | 0 | 1 | Use |
|---|---|---|---|
| Overlay Weight | No contribution from this layer on the bone. | Full authored contribution according to Motion and Space. | Mute or feather the overlay. |
| Source Motion | Reach the authored replacement endpoint and replace lower/source motion on the bone. | Apply the authored difference over accumulated motion. | Choose stability versus motion following. |
| Space Blend | Local-space rotation composition. | Authored component-space rotation endpoint. | Stabilize orientation against parent rotation. |
Space Blend affects rotation semantics; translation and scale remain local-space.
Defaults
- Overlay Weight:
1 - Source Motion:
1 - Space Blend:
0
Common Weapon-Pose Workflow
- Author the Rifle State and audition it over idle and locomotion.
- If the arm follows locomotion too much, find the highest branch bone whose motion should be restricted.
- Use Lock to Authored Pose on the bone or branch to establish the stable endpoint.
- Gradually restore Source Motion on selected parent bones that should breathe with locomotion.
- Use Overlay Weight to soften boundaries and Space Blend when parent rotation still pulls orientation away.
Presets
- Full Overlay: Weight 1, Motion 1, Space 0.
- Lock to Authored Pose: Weight 1, Motion 0, Space 0.
- Mesh-Stable Rotation: preserves Weight and Motion while moving Space Blend to the mesh-stable endpoint.
- Mute Overlay: Weight 0 without deleting authored transform data.
Inheritance
A Context or Animation Override inherits composition until it owns a local composition channel. Clear only the local composition channel when the child should return to inherited behavior.
Verification
Always test representative idle, locomotion, turns, and transitions. A front-view idle is not enough to validate a branch that will move in production.