However, syncing becomes difficult when two complex animated objects with layers of blends & animations need to interact in unison. To avoid making a programmer write spaghetti code & painting oneself into an art production corner, it's better to abstract the interaction with the use of states. In Unity, a state tree can drive a network of animations; simple to complex. Two (or more) objects can share the same state tree and unique animations can be called per object via overrides. So two dissimilar objects can interact together as they transition from state to state. Very slick. Below are some simple examples of how states keep animated objects glued together.
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