This is a problem that I have since the beggining of the time. I use several face animations loops (not facefx) with morphs, to play when the characters talks.
I use an animnode for the head only, and the animations including morphs are played, but without blending at the start and at the end.
The node is correct, I have revised a lot of times the node properties, the branch start bone, changing paramters, etc.
Changing the start bone, for example to the spine, I can see how the bones are blended in and out, but not the morphs. These begins the animation after the BlendInTime, and ignores completely the blending. This is the normal behavior, or there are any way to do a blending?