A few questions about state machines & animation montages

So the way I’ve been doing my combat animations is by taking a couple of poses/keyframes and blending them together. For example, attackstart, midattack, endattack

I need my attack to be cancelable for a certain amount of time in the animation so it has to be split up. Now i realize anim montages would be great for this, but the problem is that anim montages only seem to support “normal” animations with alot of keyframes, when i put my poses in there, i cant blend the time inbetween them

I really dont understand why you cant blend animations in montages

anyway, I was wondering how I could set this up with state machines instead? I got the first pose working on a button press, but how do i chain animations together properly in state machine? Like, without any real conditions but when the previous state machine animation ends, this will play. Do i have to do this in locomotion or animgraph?

sorry for the noob questions but ive just started with these things :smiley:

Im an animator, not a programmer, but maybe You could make a 1D blend space controlled by time. You would have to make a timer or Time function of sorts, but this would allow a seamless blend between the poses, and would allow it to be interrupted, since its contained in one state. You could also go deeper and make a 2D blendspace controlled by time, and another variable that becomes a certain number like 1, 2, or 3 depending on what attack you want to be played. that way you could have many different attacks all in one blendspace.

I was thinking of doing this, I just wasnt sure if it was possible to play blendspaces on conditions like time other then movement stuff, this clears it up thanks, ill try it