Can't get my Unity 2D animation to play properly

I created animations from within Unity using a multiple sprite sheet where all the body parts were separate and assembled into the scene. I have a Player object with a child for each object for the player facing up, down, left, and right, with children for each object for their body parts facing those directions. The objects for each instance of the character are stacked on top of each other in the scene.

Using blend trees for idle and walk animations, I was hoping to smoothly transition between animations. Perhaps since each directional character exists in the scene under one parent, I can’t seem to deactivate individual objects of a directional character on starting the game. Using animation to deactivate the other objects for when the current character is animating produces this funky result:

The overlapping doesn’t occur if I set transition time to 0, but it’s not the effect I’m aiming for. How can I get this to work, or how can I build my animations to prevent this from happening in the future?

It may be easier to have your animations on one sprite and create “frames” instead of animating different sprites.

Though with your issue here, since you are trying to hide objects when your character stops, sub-child them in your parent instead. So you you may have a higherarchy that would essentially look something like:
Character
UP_CharacterHead
UP_CharacterNeck
UP_CharacterTorso

LEFT_CharacterHead
LEFT_CharacterNeck
LEFT_CharacterTorso

And so on…

Then you can just “hide” for example, “LEFT_CharacterHead”, which would also hide all the children to that - but that all exists under your generic “Character” sprite, which your body parts are built up of.