Yes, weapon animations are controlled by animator controllers. For an example, check out the AssaultRifle animator controller in the demo. It uses all the same animator parameters as the character's base animator controller (e.g. item ID, state index, etc.). For the AssaultRifle, it has an Animator Item ID of 1 (defined on its Item component), and the Use ability has an Item State Index of 2, hence the transition parameters for Any State -> Fire.