Quick answer: Unity Animator layer weight changes ignored while a state is mid-blend? Layer weight is sampled once per evaluation - change pre-blend or use a separate animation parameter.

Reduced layer 1's weight during a transition. Animation still bleeds layer 1 fully until the transition completes.

Set weight pre-transition

Modify SetLayerWeight before triggering the state change. The new weight is sampled at transition start.

Use a sync layer

Sync Layer mirrors the timing but allows independent weight curves. The override layer adjusts smoothly without fighting the base.

Or use Avatar Mask transitions

For partial-body overrides, an avatar mask + per-state mask gives cleaner weight control than layer weight.

“Layer weight is a global. Globals interact poorly with running transitions.”

Tweak layer weights via animation curves rather than code where possible. Curves are inspectable and sample correctly through blends.