Hey man,
I’ve been doing something similar — sometimes it works, sometimes it doesn’t.
But here’s what I usually do, maybe it helps:
- Save the animation that comes from the default slot as your base.
- Create a new slot (I called mine
UpperSlot
). - In the Layered Blend per Bone, go to Layer Setup > Branch Filters, and add a filter using the name of the bone where the blend should start. Make sure the name exactly matches your skeleton — in my case,
neck_01
or sometimes justhead
.
Then, in the Sequencer:
- Add your base animation as usual.
- Add a second animation track with your head animation.
- In the properties of this second animation, change the Slot Name to the new slot you created (e.g.,
UpperSlot
). - And that’s it!
To get a smooth blend, I usually play the same animation on both tracks, and when the character needs to talk, I blend in the facial/head animation.
Not saying this is the perfect solution — but it’s what’s been working for me so far.