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A forum post by Nemma88

How I do this...

All attack keyframes are on a timeline.
First keyframe on an attack timelines are the same as the attack stance, or part of the attack Idle which blends easily.

When an attack timeline is playing, default stance or animation is off.

To decide what is on or off, I use exclusive gates. When one of the attack gates is active, a not gate turns off the idle animation - but any condition for attack can be used to wire a not gate to the Idle animation.

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