# How to connect two state machines?

**URL:** <https://forums.unrealengine.com/t/how-to-connect-two-state-machines/28015>\
**Category:** Character & Animation\
**Tags:** unreal-engine\
**Created:** [April 21, 2015, 4:08pm UTC](https://forums.unrealengine.com/t/how-to-connect-two-state-machines/28015 "2015-04-21T16:08:11Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![FrankieV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FrankieV](https://forums.unrealengine.com/u/FrankieV)\
**Post date:** [April 22, 2015, 6:20pm UTC](https://forums.unrealengine.com/t/how-to-connect-two-state-machines/28015/3 "2015-04-22T18:20:21Z")

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Usually a state machine is used for locomotion, legs moving, and the AnimGraph used to introduced slot nodes and branch points as torso blends. The state machine can only, as far as I know, play whats called absolute animation and is why playing one will reset the other. The AnimGraph can play Additive animation, a Montage or blend space, using layered blend per bone. The flow direction then would be.

Locomotion \> AnimGraph \> Blend per bone \> output state.

An example using punching instead of say reaching.

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if it helps here is what my current AnimGraph looks like.

 ![AnimGraph.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/8/58218f5cd9ca47cd037635fca7cae56ec9976f53.jpeg)

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