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I'm attempting to use the AnimationTree/BlendSpace2D to create a transition between my character's "base" animation and it's "run" animation. The "base" animation in simply a single keyframe of all of the character's joins in their resting state. The "run" animation doesn't use any different keys in it's keyframe. However, when I try to setup a blend in the AnimationTree BlendSpace2D, ("base" at 0,0, and "run" at 1,0 and 0,1), it's doesn't seem to blend at all... except that, one hand is locked into a specific position. The "run" animation plays fine, if the value is past either of the run markers, but if the value is on or past 0,0 the character does NOT return to it's "base" animation.
I tried to show my setup in the image above. Any ideas what I'm doing wrong? Am I completely misunderstanding BlendSpace2D?
NOTE: I tried using BlendSpace1D, as I only really want to blend between two animations right now, but that didn't seem to work at all.
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