Author: Amber Webb
Posted on: 11/20/2025
The Problem:
This week I had some trouble adjusting the animation on the player. We had wanted to change the player to hold up the weapon while running instead of just swinging it in the hand. But blending the animations proved to be more of a hassle than I originally thought.
The Solution:
Note: I have recreated the problem for this example.
So for starters I added a sword and shield Idle animation, Seen Below:

But if I added this to my current animation blend split it wouldn't give the effect I want. The player would still be able to walk and run but the Player would be holding a shield that doesn't exist.
The way I fixed this was to split up the animation using another layered blend per bone, after setting that up it should work the way I intended, right? ....Wrong, for some reason the player would hold the sword properly but the Light and Heavy attack animations no longer played properly.
So I thought that maybe I got the order wrong and I should blend together the upper body animation with the right arm animation and then blend the upper and lower body animations together, unfortunately that absolutely did not work either. It actually gave me the same exact result. After much research and a lot of trial and error I finally came up with a solution that worked.
The way I got this working was:
Step 1: caching a LowerBody pose from the locomotion functions
Step 2: caching the animation I'm using for holding the sword as 'RightArm'
Step 3: adding a Layered blend per bone and setting the branch filter to the right shoulder
Step 4: plug the LowerBody cached pose into the first pin
Step 5: plug the RightArm cached pose into the second pin
Step 6: add another Layered blend per bone and sett the branch filter to the spine
Step 7: connect the cached LowerBody to the first pin and the previous blended pose to the second pin
With this we finally have the player using just the right arm to hold the weapon and is able to run properly, but this causes one more issue. We are now unable to use any attack animations. This is because we didn't hook up the slot that is holding those animations when they are triggered. We had saved them in the 'UpperBody' slot so all we have to do is disconnect the second pin that connects the first blend to the second and first set the lower body/right arm blend to the 'UpperBody' slots input and then connect that to the second blend function as the second pin again. Now we finally have the final animation blend we were looking for.
Original animations:
Final animations:





