/// <summary>
        /// Mix together a relative and absolute pose. For inputs, which pose is which doesn't matter.
        /// </summary>
        /// <param name="player">The player character</param>
        /// <param name="poseA">The first pose</param>
        /// <param name="weightA">Interpolation weight for the first pose</param>
        /// <param name="poseB">The second pose</param>
        /// <param name="weightB">Interpolation weight for the second pose</param>
        private void MixAbsoluteRelative(PlayerCharacter player, PoseInfo poseA, float weightA, PoseInfo poseB, float weightB)
        {
            AbsolutePoseInfo absPose;
            RelativePoseInfo relPose;
            float            absWeight;
            float            relWeight;

            if (PoseTools.IsAbsolute(poseA))
            {
                absPose   = (AbsolutePoseInfo)poseA;
                relPose   = (RelativePoseInfo)poseB;
                absWeight = weightA;
                relWeight = weightB;
            }
            else
            {
                absPose   = (AbsolutePoseInfo)poseB;
                relPose   = (RelativePoseInfo)poseA;
                absWeight = weightB;
                relWeight = weightA;
            }

            MixAbsolute(player, absPose, absWeight);
            VirtualSnapshot.RestoreTransform(player);
            MixRelative(player, relPose, relWeight);
        }
        /// <summary>
        /// Apply the pose of an absolute clip.
        /// </summary>
        /// <param name="player">The player character</param>
        /// <param name="pose">The pose to apply</param>
        /// <param name="weight">(optional) The weighting on the pose, used to
        /// interpolate this pose with another if necessary. Default: 1.</param>
        /// <param name="updateVirtualSnapshot">(optional) Whether or not to update the mixer's virtual snapshot
        /// of the player character. When mixing multiple absolute poses, this
        /// action can be saved for the last pose applied. Default: true.</param>
        private void MixAbsolute(PlayerCharacter player, AbsolutePoseInfo pose, float weight = 1f, bool updateVirtualSnapshot = true)
        {
            PoseTools.MixAbsolute(player, VirtualSnapshot, pose, weight);

            if (updateVirtualSnapshot)
            {
                VirtualSnapshot = new PlayerSnapshot(player);
            }
        }
        //-------------------------------------------------------------------------
        // Clip Mixing
        //-------------------------------------------------------------------------

        /// <summary>
        /// Mix a single clip.
        /// </summary>
        /// <param name="playable">The track's playable</param>
        /// <param name="player">The player character</param>
        /// <param name="clipIndex">The index of the clip to mix</param>
        private void MixSingle(Playable playable, PlayerCharacter player, int clipIndex)
        {
            PoseInfo pose = TimelineTools.GetClipInfo <PoseInfo>(playable, clipIndex);

            player.gameObject.SetActive(pose.Active);

            if (PoseTools.IsAbsolute(pose)) // Absolute
            {
                MixAbsolute(player, (AbsolutePoseInfo)pose);
            }
            else // Relative
            {
                VirtualSnapshot.RestoreTransform(player);
                MixRelative(player, (RelativePoseInfo)pose);
            }

            StateDriver driver = GetDriver(pose);

            UpdateFacing(player, pose);
            UpdateState(player, driver, playable, pose);
        }
        /// <summary>
        /// Mix together two active clips based on what type of clips they are.
        /// </summary>
        /// <param name="playable">The track's playable</param>
        /// <param name="player">The player character</param>
        /// <param name="clipIndexA">The index of the first clip to mix</param>
        /// <param name="clipIndexB">The index of the second clip to mix</param>
        private void MixMultiple(Playable playable, PlayerCharacter player, int clipIndexA, int clipIndexB)
        {
            PoseInfo poseA   = TimelineTools.GetClipInfo <PoseInfo>(playable, clipIndexA);
            float    weightA = playable.GetInputWeight(clipIndexA);

            PoseInfo poseB   = TimelineTools.GetClipInfo <PoseInfo>(playable, clipIndexB);
            float    weightB = playable.GetInputWeight(clipIndexB);

            // Mix together clips based on their typing.
            if (PoseTools.IsAbsolute(poseA) && PoseTools.IsAbsolute(poseB))
            {
                MixAbsolute(player, (AbsolutePoseInfo)poseA, weightA);
                MixAbsolute(player, (AbsolutePoseInfo)poseB, weightB);
            }
            else if (PoseTools.IsRelative(poseA) && PoseTools.IsRelative(poseB))
            {
                VirtualSnapshot.RestoreTransform(player);

                RelativePoseInfo mixed = new RelativePoseInfo();
                mixed.Position = poseA.Position * weightA + poseB.Position * weightB;
                mixed.Rotation = poseA.Rotation * weightA + poseB.Rotation * weightB;
                mixed.Scale    = poseA.Scale * weightA + poseB.Scale * weightB;

                MixRelative(player, mixed);
            }
            else
            {
                MixAbsoluteRelative(player, poseA, weightA, poseB, weightB);
            }

            // Apply player facing and FSM state based on which pose is weighted heavier.
            PoseInfo dominantPose = weightA > weightB ? poseA : poseB;

            player.gameObject.SetActive(dominantPose.Active);
            StateDriver driver = GetDriver(dominantPose);

            UpdateFacing(player, dominantPose);
            UpdateState(player, driver, playable, dominantPose);
        }
 /// <summary>
 /// Apply the pose of a relative clip.
 /// </summary>
 /// <param name="player">The player character</param>
 /// <param name="pose">The pose to apply</param>
 /// <param name="weight">(optional) The weighting on the pose, used to
 /// interpolate this pose with another if necessary. Default: 1.</param>
 private void MixRelative(PlayerCharacter player, RelativePoseInfo pose, float weight = 1f)
 {
     PoseTools.MixRelative(player, VirtualSnapshot, pose, weight);
 }