I assume you are referring to animation masking (eg. playing a running animation for the lower body while independently playing a reload animation for the upper body.) Animation masking can be achieved using some sort of custom animation system. What I do is use a non-animated model with skeleton for the main character and have the character's animations stored in skeleton-only (ie. no mesh) files. Then I selectively position/rotate/scale bones in the character's skeleton to match bones in the animated skeletons. This way I can (for example) have a running skeleton and a reloading skeleton loaded along with the character and match the lower body of the character to the lower body of the former skeleton while matching the character's upper body to the latter skeleton.
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