so i had this idea... and i'm beginning to think it is not actually do-able?
let's say i have an animation, of a limb/arm/tail/tentacle waving. i later decide it is waving too much. instead of mucking around in each bone's rotation graphs... what if i combine it with a second animation, where all the pertinent bones are keyframed for ZERO animation?
i could then blend the two together, in whatever proportion i find aesthetically pleasing or fitting for the job at hand.
after banging my head against the NLA editor (i cannot find any tutorials/explanations on how to work this thing, aside from stringing animations together one after the other.)... i got a test scenario to work. the bone i keyframed to zero in the second action damped that bone in the first action. however, ALL THE BONES in the first action had their animations damped.
i believe this has to do with me telling it to blend 50%? so it just... turned everything down 50%?
let's say i have an action of a dolphin doing a barrel roll. and i also have one of a dolphin doing a backflip. i tried using the NLA editor to combine these into a spinner dolphin backflip, but of course, the positioning keyframes of the barrel roll messed with the positioning keyframes of the backflip.
if i create a new action where i ONLY keyframe the, say Y-axis rotation (euler) of the dolphin's root bone, could i then use the NLA editor to blend it with the X and Z rotations of the other action (as well as all the other body parts).
OR... do i need to surgically implant the Y-rotation keyframes from one action to another?
how do you even control the NLA blending? i tried various iterations of add, subtract, multiply... i finally ended up with my head crushed. (well, the head of my animated character.)