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[Feature Request] More Control over the Emote Parameter #2126

Description

@hanzcvr

Pre-submission checklist

  • I checked that there is no other Feature Request describing my wish.
  • I checked that this feature is, in fact, not supported.
  • I accept that this issue may be closed if any of the above are found to be untrue.

What should be possible that currently is not

Some 'emotes' may be composed of multiple separate animations, an example being two Dance emotes from the KAWAII ANIMATIONS 100 from the unity asset store; in this case, they have an intro animation, a looping part, and then an outro.

As it currently stands, chaining multiple animations together like this using the emote conditional doesn't work, because it resets to 0 too fast. Not even using an Animator driver on the state nor a CVR Parameter Driver in the intro animation to force 8 for 'longer' works, at least not to my testing.

Other remarks

Affected content is a private indev copy of my Mini Rusk.
I'm honestly not sure what form I'd expect this to take. I suppose I could personally make a 'shadow' of the emote parameter and key my transitions off of that but I feel this may be a common enough use case for 'advanced' creators (not that I am; Just piggybacking off nak's BAP) and a number of assets (well, two I know of offhand, the mentioned one and this one) are sold with a setup of that kind.

I could also manually join the three together and set the loop points manually but that's a pain at best.

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