During my research into Roblox’s animation system I discovered that Roblox allows you to combine multiple animations on top of each other using a property of Animation Tracks called Weight.
This wiki post provides an explanation of the system in detail.
Currently any local changes in weight for an animation on a rig which you have network ownership over will replicate in an extremely strange way to other clients (eg. one animation will not be included in the weighted blend or after enough weight changes it ceases to replicate).
This can be fixed by playing animations locally on all clients and sending animation data through the server to other clients in a roundabout custom animation replication.
I believe that this property allows for the potential to make animation blend spaces through a bit of Lua scripting (a feature which other game engines offer in an abstracted object).
This would be useful say for instance in a gun system. Instead of using inverse kinematics to make your character ‘hold’ the gun, you could load nine animations into the humanoid (aim up left, up middle, up right, middle left, middle middle, middle right, low left, low middle, low right) and use put the 2D vector for the aim direction amount into a piecewise function which would spit out the correct weights for all the animations to make your character aim his gun where you want it to aim by blending the different directional animations.
This link sorta shows what I mean about the gun aiming blendspace: https://youtu.be/M9ZSUplpHCE?t=1093
I would love to hear what people have to think about whether this is viable.
If I get enough responses I will try making this and post the results and a place file download if I’m successful.