The Animation Track works very closely with Animation Clips of the legacy Unity animation system, which gives some extra flexibility control wise over the Mecanim system.
Each Animation Track of the Actor Group represents a different animation layer, along with it’s blend mode and transform mixing group (which bones it affects). As such, all Animation Clips played by the track, are played in the same layer of their track along with it’s settings, which in sort means that animations played on tracks on the top, are actualy played on-top of animations played on tracks bellow!
For example, in the image above, there are three Animation Tracks. The track at the bottom (layer 0), is playing a looping walk then idle animation, while the track above (layer 1), is playing a greet and talk animation on top, which only affect the “Spine” transform and children transforms, as set in the Animation Track settings (see bellow). The third animation track layer is empty, but it could be used for an Additive facial animation affected only the “Head” transform and beyond if you are working with bones for facial animation rather than blend shapes.
The Animation Track has the following settings:
Similar to AudioTrack and AudioClips, animations can be trimmed or set to loop, as well as have a blend in/out property to control the transitions within and out of the animation clip and between others, which is although always modulated by the parent track’s total “Weight”.