I'm having trouble getting my AnimationTree to play back animations in sync with one another in a BlendTree. The idle, walk, and run animations are all being triggered and blended based on an analogue movement input - at 0 strength, the character is idle. Up to 0.5, it blends from idle to walk. Up to 1.0, it blends from walk to run.
The issue I have is that when one of those animations is no longer being blended, the AnimationTree automatically stops the animation, meaning they're very easy to knock out-of-sync. I could use a TimeSeek node to get them back into sync with one another when one starts playing, but I can't see any way to get the animation position of the already-playing animation to sync it up against.
Frankly, I wish the Blend2 and Blend3 nodes just had a "sync animations" tickbox. But, since they don't, does anybody know a trick to get the animations in sync?