I am trying to set up a blend tree for a top down 2d game, in which I use bone-based animation, so to effectively have my unit facing side-to-side, as well as up and down, I need to store those in three separate gameobjects, ROOT > UP, DOWN, SIDE
To properly animate that when I walk to the side, I want the animation to disable UP and DOWN and enable side, and so on for the other directions
The problem is however the blend tree tries to combine the animations together so it is firing the keyframes that turn gameobjects on and off even though that animation isn’t playing.
That’s resulting in there being multiple versions of my gameobject facing different directions
Any way to force the blend tree to only play the animation with the highest value?