Animating a joint relative to position of any underlying pose/additive animation

Ah, fair enough–I thought that you might have been talking about half-body animation, but I wasn’t sure, and it seemed better to check!

Sure, but can you not perhaps incorporate that into your “aiming” animations–making them no longer single-frame, of course, but allowing them to incorporate reactions to movement?

(This would of course incur one animation per movement state, but should work well, I imagine.)

I may be mistaken, but I’m not sure that this would work–at least, not without having your animation layer incorporate some adjustment for the motion of the main animation.

For example, consider the following stick-figure:

      O
      |-----
      |
      |

Now, let’s say that the main animation has this figure bend backwards:

   O  /
    \/
     \
      |

Because of the parent-child relationship between “back” and “arm”, the arm is lifted by the motion of the back–without the arm having any animation of its own, mind!

To counter this, we’d presumably want to animate the “arm” downwards. But if that backwards bend isn’t present throughout the main animation, then when it’s not bending backwards the downwards animation of the “arm” would result in the arm pointing downwards…

What you really want, if not half-body animation, is arguably some form of inverse kinematics, in which you specify the object-relative direction for the arms and then do the reverse calculations to determine the required bone-positions for those arms…

[edit]
If you do decide to look into inverse kinematics, then perhaps take a look at this thread: