Additive animations / blending
Currently animations fight with each other, and whichever animation has the highest weight/priority is the one that’s most “visible”. This isn’t ideal for certain types of animations, and the workarounds are very bloaty.
For example, it is currently difficult to do “flinch” animations. A good flinch animation would impose itself ontop the currently playback state, but that isn’t currently possible with how animations layer and blend. If my character crouches and stands, I now need a flinch animation for both (any) move state(s). Without multiple animations, my character would go from crouching, to standing and flinching, back crouching.
If we had additive animations / blending, I could just make one flinch animation, set it to a high priority, and play it regardless of character/animation state. My character could then visibly remain crouched (or in any state), and then have the flinch animation imposed over it, preserving the original pose.
Public publishing and versions
Animations being bound to the “game owner” has been a pain point with animations for as long as we’ve been able to make them. It makes quickly prototyping difficult, it hinders collaboration with devs/contractors outside of your project, and it forces animation ID to double as a soft version control system.
I wish I could just make an animation public, or give certain groups/users/games access to it. It sucks that I have to re upload them and change ID numbers on objects just to share them in a “working / live” way. I wish I didn’t have to hang on to the keyframesequence objects for every animation I have and could just let people import and play/modify from a single animation ID.
Animations let us publish new versions to the same ID. That new version is, as far as I know, not tied to game/server version, meaning two+ different clients could see too versions of the same animation depending on when they joined the game and when an animation was updated. This isn’t ideal, especially if the animation has some keyframe event or length changes. The only workaround is to create a new animation with a new ID, and then replace all your IDs in your game(s).
I feel like using animations in game/code is in a decent spot. Barring some API, once you have the logistics of creating, publishing, and inserting animations sorted, then using them for gameplay is generally a fine process.
It’s getting to that “I can actually use this animation now” stage that is IMO, super tedious at times. All the work involved in actually being able to use an animation you create poorly contrasts with an asset type that typically benefits from a lot of iteration and ease of use.