New input system and blend trees.

I’ve recently converted my code over to the new input system. The player is able to see their characters limbs in first person and when they move diagonally the animations play at half speed, this behavior wasn’t present in the old input system.
Here is a video more clearly showing what’s happening.
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 //InputManagerScript
        x = inputMaster.Player.Move.ReadValue<Vector2>().x;
        z = inputMaster.Player.Move.ReadValue<Vector2>().y;
        Movement.Move(x,z);
 //MovementScript
            Vector3 move = transform.right * X + transform.forward * Z;
            controller.Move(move.normalized * speed * Time.deltaTime);
            if(anim[0] != null) //Legs
            {
                anim[0].SetFloat("Z", Z, smoothBlend, Time.deltaTime);
                anim[0].SetFloat("X", X, smoothBlend, Time.deltaTime);
            }
        
            if (anim[1] != null) //Arms
            {
                anim[1].SetFloat("Z", Z, smoothBlend, Time.deltaTime);
                anim[1].SetFloat("X", X, smoothBlend, Time.deltaTime);
            }

Hi Kevin, Im having the same issue. Did you find a solution?

That was a thread from two years ago. In case Kevin’s still listening:

Whenever an animation blend tree seems to be having weird behavior on a diagonal, it’s because the two animations that it’s trying to mix are not synchronized. The “step rightward” animation is trying its best to make the legs do things that look like stepping right, and the “step forward” animation is trying hard to step forward. Experiment: go ahead and stand in the middle of your room, move your chair out of the way. Make your RIGHT leg step forward and your LEFT leg step right at the same time. That’s what’s happening.