Animator state machine but overriding motions and parameters for different states only?

I have a game where the player performs different attacks and the only thing that really changes is the animation. Basically, the player charges an attack and releases, executing it. I’m wondering why I need to make the same nodes for each attack when really I could just create some kind of sub state machine and change the animations? Is this possible? Thanks for the information! For reference, I added a screenshot of the mess that is slowly growing.

Probably it’s already quiet late for an answer, however maybe it’s better to have an answer than not having any at all? :slight_smile:
I guess what you were looking for is the AnimatorOverrideController: https://docs.unity3d.com/Manual/AnimatorOverrideController.html which does exactely what you describe.
Hope that helps you or anybody finding this.