I’m currently making a first person melee game. I have 2 punching animations, one for the left arm and one for the other arm.
I’m trying to blend these two so that the animations can work together. I.e. the player requests to punch with both hands, so both of the animations play together.
Here’s my current setup (Imagine I have a state machine that decides when the animations should play)
Does your skele have more lower spine bones and/or a pelvis? If so, might want to use one of those as the branch filter bone and set the blend depth to a >0 number. In my 2.5d project, chars cast spells with left hand using aim offset player, and I blend at pelvis with a depth of 4.
There might just be some inadvertent rotation of spine 5 in your punch anims that’s multiplying itself when blended like that.