Mask animation curves in animation layer mask
I have a generic rig character. Base animation layer contains idle and walk animations. Second layer in override mode contains facial expressions. Second layer has mask assigned with head bones enabled only.
Now I attached curve to walk animation with (0,1), (1,1) keys and created float parameter with the same name. This way I know how much "walk" animation is blended in. I got "1" in "walk" state and 0...1 in start/stop transition.
The problem is that when some animation on second layer starts to play, curve values are scaled down. I think that Unity is decreasing weight of "walk" animation and applies smaller weight to curve.
How can I stop second layer influence curves on first layer ? In animation layer mask, only avatar and transform masking are possible.
Your answer
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