What are you looking for? The animator has to be setup separately. The animator transitions are controlled by the different IDs like Slot0ItemID, etc. Here's a video on the animator controller structure:
The Demo Animator for the third person and first person character utilizes 22 parameters, which include the following: Horizontal Movement Float value to indicate horizontal . . .
I've set up a melee with a single attack, it only attacks once then everything locks up... The use ability doesn't stop. The animation has OnAnimatorItemUseComplete event.
So the problem was use rate too fast so completed event never fired before another use... Now the problem is collisions not working most of the time. Maybe 1/10 times it works...
I'm not sure how that would relate to your ragdoll unless the collision layers are set to intersect with your ragdoll layers? Normally in this case I recommend increasing the size of your collider. You could also use a static collider that doesn't move with the weapon so it'll always hit in that area.