Law one, Animationlayer.
A state that is in a different animationlayer can run simultaneously, where the animation can play simultaneously.
So usually a character needs at least two animationlayer, one layer for action animation, and another layer for animated emoticons. In this way, the action and expression can be implemented in any combination.
Note: The newly created layer will be weight to 1 (the default is 0) to take effect.
Law II: Blendtree.
You can create a blendtree state, add multiple animations to it, and then adjust the weights to make each animation occupy a different scale. But it does this by blending multiple animations proportionally (such as k* animation A + (1-k) * animation b) Instead of multiple animations playing simultaneously (animated A + animation B). So if we want to implement multiple animations at the same time, Blendtree is unable to meet the requirements.
Unity, two animations simultaneously broadcast