I wanted to return to this point, since it seems to be of common interest to the community, maybe you can help me, I hope you can explain. I have created a character in Spine2D, with the crosshairs on an ik, to be able to control from Unity. Perhaps my question is more oriented to Unity, but if you can give me some information I would appreciate it. A little more detail, my character has a shotgun, which I decide from the code when to equip it, to do this, I created animations in spine, to equip, store the shotgun. The complexity I am having is the following, when I import from Unity, I am importing my character as SkeletonMecanim. When I import, I generate the bone hierarchy for everyone to follow the animation. What is complicating me is the mixture of animations, since my character can walk, run, equip a shotgun and I must mix animations for the lower part of the body and the upper part. After so many attempts, I managed to understand it this way. In the animator, I have created another layer, to equip the weapon, if I equip the weapon and walk, I do the arm movement from the aiming layer, since when equipping the weapon, it remains in that animation, and I must mix between the layer animator base, and pointing base. What is being complex for me is that in order to move the aimtarget's IK, I must change the bone at runtime so that it appears as an override, and thus be able to control it, the issue is that if I want to roll with the character, for example, or running or walking with the weapon, I must instantly return this aiming bone to Follow, otherwise the animations do not behave correctly. Do you understand what I'm trying to do? I would like and appreciate any help you can give me, since I couldn't solve it from code, or if there is another way to go. But the idea is that the character, by pressing a button, equips the weapon, can roll with it to evade enemies, and this bone is only enabled when he remains in the weapon equipped animation, where the shotgun and the aimtarget remain at one point. so you can override and control the scope. On the other hand, the character can also store his weapon on his back. I have not found anything similar, if when the weapon is fixed in one hand, that seems simpler. I appreciate your time reading it, I am self-taught, I have not studied spine or unity, I simply learned by trial and error. I am from Argentina, I bought the pro license, and I am very happy with the product, but my game is now stagnant because of this. I don't know how to solve it in a simpler way, I hope it is understood, otherwise I can add images of both spine and unity to make it clearer. thank you.