The switch control is keyable inside the sequencer
The bones follow controllers depending on the Boolean condition and hide the other controllers
The FK Setup is made by setting each bone transform with every controller of the same name
If the bone doesn't exist, the controller gets ignored
The general setup uses layer blends per bone to play montages and play the carrying dirt pose
The main state is used for general movements and a ledge grab state
In the piling state manages the animations that change depending on how long the player is piling
Depending on how long the player presses the pile input, the "TakeOutShovel" animation lasts longer
They also look at the player and move the eyelids depending on the emotion
The emotion change the stance based on the Enum value of emotion, which is set while talking to them
The stances are pose assets added on top of the idle animation with a layered blend per bone
This is how it looks inside the states, the pose driver acts above the Spine_01 bone
In the details panel of each NPC, you can choose which idle animation they will play when
the game starts
You can also choose which emote it's going to play when you interact with them
When interacting with them, an event in the ABP will fire a montage with the selected animation
per instance
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