I'm starting to get into deeper character development with mecanim (sorry mitch) and am making sure im not wasting our animators time with some of them.
We have the basics: Idle, Walk, Run, Death, Jump, Block but then have more complex animations when it comes to what the player is currently equipping.
The player could have a 2h sword, 1h sword + shield, spear, dagger all that require different attack animations and Idle, Walk, Run, and Block animations.
In mecanim and Spine do we have to create completely different animations and transitions for Idle -> Walk means it looks for a very specific spine animation called "2h sword walk", "1h sword block", "1h run" etc?
I know in Spine Animator you can play 2 tracks over each other, so to do this in mecanim would I instead inform the Spine animator to make a "Walk" animation and it doesnt include any frames for any of the torso and upper body at all and only moves the legs? Feel like we need a Unity expert to come in and do this right before I create exponential work on the animator.
One example we have is the "1h attack weak sword" animation moves the feet and steps forward and I could see possibly re-using the step part of the animation across all 8 or so attacks we use but that seems like quite a bit of work also.