Say, I have several skeleton meshes. Their bone structures are so different (like human and scorpion) that retargetting isn’t possible, but their movement blending logic (just blending idle, forward, back, left & right strafe animations with speed and direction variable) is the same. But since they use different animation sequences, it looks like I have to make a blendspace for each that just does the same but with different animation seqs. It’s doable, but I feel inefficient.
Is there a better way for this? something like an animation BP template where you can just swap used animation sequences in the child BPs?