Unity ver: 2018.2.2f1
AC ver: 1.65.1
Game type: First person 3D
Hello,
I'm playing around with a visual transition idea between scenes which I want to try and create. To do so though, I need to animate the player directly (and make them spin a bit).
I've tried to do a bit of searching but I haven't come across any insight about how to trigger a custom animation on the player. Some general questions:

What I'm hoping to achieve here is normal first person gameplay up till a particular moment where via ActionList (or custom script) I can force the player to animate and lock out any player input while the animation is playing.
Thanks!
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Care to elaborate? Did you answer this yourself?
@ChrisIceBox Ah. Sorry for the confusion! I accidentally put a comment on here and then discovered I couldn't delete it (only edit it). I'm still interested in any insight into the original question.
It really depends on what you want to animate - the camera, the player's body?
If the player always starts from the same placed each time the custscene runs, it'd likely be easier to create a separate camera for the animation in your scene, and just transition to that when the animation must play. A simple gameplay-blocking Cutscene can handle that.
If you want to control the animation on the Player, it's generally best to rely on the same Animator component. AC will only control the parameters you specifiy in the Player's Inspector, so if your Animator's playback state is such that the parameters will not affect the current animation's playback, you're fine.
If you do place down a second Animator component on the Player, you must specific which is the "main" one used by AC in the Animator (optional) field.