So I have an animation for a gun I made. So that when the player walks around it looks like the player is holding the gun accordingly and so that the arms don’t bobble up and down when the player moves. Its supposed to look like this:
Indeed, when an animation plays, it uses the priority to decide in case animations overlap. But if there are no movements set for a particular joint in the high-priority animation, it is not considered to ‘overlap’ and thus plays the low-priority animation for those joints.
By setting ‘waypoints’ in the animation for those other joints, they become active, and the default bobbing doesn’t occur any more. I think that is what you meant is the problem.