What is the best way to have Aimoffsets and Blend Spaces blended toether?

Hello,

I have some questions on what is possible and what would be best practices for setting up player character animations. I started with a rifle stance and using the examples proved in the shooter and looking at Owen, it was easy to put together the basics of animation to replicate those with my own animation. But when I add a pistol Aimoffset it doesn’t play well with the rifle run/walk/idle Blend Space.

Is there a way to have one animation take primacy over an entire section of the skeleton, say arms or upper spine joins and arms, etc rather than blend? At this point it seems best practice would be to have a set of run/walk/idle animations for each blend space that reflects the same weapon as the AimOffset. So a set of pistol runs and walks and pistol aims, a set of shoulder-fired RPG run/walk and a set of Aimoffset, etc.

Or would it be possible to have a set of run animations with a generic, vague pose for the arms that works with any Aimoffset I can come up with?

Still looking for answers to or advice for this!