I gotcha, I know what a state machine is and yes, I am changing states by "hand"... I basically am checking what the player is doing, and if he is on the ground etc...and then I set his "anim_state"..the rig just reads if this has changed and "switches(match)" it's "state" the reason I do not use the built in state machine is it would be hell to look at....even with only 4 weapons and 4 spells(and the given move, jump etc) each one has several different variants....it would just look illegible... doing that would be fine for a simple platformer or even a shooter.
Maybe you are right, but I have not seen any example that points to the built in state machine handling the way I want to have my player move. I also feel I have more control in code.
if you DO know of a complex example, I would be more than willing to look at it.... I feel like I may seem to be making a lot of excuses, but the fact is I set out to do a certain thing...design is important. If I cannot follow that design, it's not going to be "up to par"...and I just wont be happy with that....
but like I said, I'm not doing anything drastic until monday. I will also go look more closely at the AnimationTreePlayer methods, setters etc..