I have 2 animations, a hit animation and a walk animation. When the hit animation is played we're using FFD to make the eyes scale up and then back down during the animation. If I try to change the animation to our walk animation in the middle of the hit animation using mixing in the runtimes the eyes stay scaled up.
I understand this is expected behavior but I'm wondering if there's anyway I can use mixing to solve this without have to key the FFD of the eyes on the walk animation? Many animations in our game are going to use FFD so ideally I'd like to not clutter up the animations with a bunch of timelines that don't even change.