Sharing Aim Animation Between Two Weapon Poses – Best Practice?
I have a character that uses two weapon types:
Pose A: Pistol
Pose B: Rifle
Each requires a different stance, so we're creating separate animations: run-A, run-B, idle-A, idle-B, shoot-A, shoot-B.
However, I want to reuse the same "aim" animation for both poses to avoid duplication or should I create an aim-A and aim-B animation as well.
Current idea:
Use separate front/back arm bones for Pose A and Pose B
Set up different skins for each pose
Use the skins to switch active arm positions based on weapon type
Does this make sense? Is there a cleaner or more robust way to handle shared upper-body animations across two full-body stances?
Rig setup:
Track 0: Idle / Run / Sprint
Track 1: Aim (rotation mix 100%, poses arms)
Track 2: Shoot / Abilities
Open to feedback or better solutions.
POSE A
POSE B