Recently, I've been in a position where we have a custom past after the animation, similar to IK, to add per bone weight pose (Holding a sword for example). The issue that we have is that whenever we are blending from one animation that has the "custom override" and the one that does not have it we have behavior that does not correspond to what we are expecting.
From what I understand, this is due to how the blending is done (Animation A -> Animation B -> "custom override" vs Animation A -> "custom override" -> Animation B). We were able to mitigate some of the issue by having the "custom override" blends and modifying some of the animation, however it is far from ideal. The only concrete solution I see would be to use the Playable API to rewrite the animation process to be something like how Unreal handle it.
Is there anything I am missing there ? It is a significative investment and we are probing to see if there is other alternative.