In RCP3, is it possible to mask out joints in a pose at runtime? I want to have two poses running for my character, one for the upper body and one for the lower body and I was hoping to do that from the animation graph.
It seems like I should be able to have two State Machine nodes running, and use the Blend Mask node to make sure only joints from the upper body animation comes through from the upper body state machine, and the same for the lower body.
The description of the Blend Mask node say "Filter a pose by applying per-joint weights from a blend mask" so that seems like what I want.
But I can't figure out how to author a blend mask resources in RCP3. It seems to be possible to do programmatically via the SkeletonResource.BlendMask struct but how do I do it in RCP3?
Also, the Blend Mask node takes two poses as parameters, whereas I was expecting it to take a pose and a blend mask.