While working on small project with my friend I got really confused with AnimationTree.
Since I want to use root motion for movement it seems I need to use Animation Tree, if I set it to change animations based on state machine I can control each transition via condition or expression.

So far everything seems to be fine, but now we're going to the whole problem.

Conditions are limited to a single condition that can be either set or not via animation tree params.
This works fine unless I want to introduce transitions between idle, walking, running and sprinting animations.
I thought that using expression would help me, since it is described as a more flexible and allowing more complex conditions, however I can't figure out how to access anything within expression.
I'd need either access to character controller class in .NET project or access to animation tree params to create more complex logic. Am I doing something wrong, or for what I want to achieve I should use other animation tree mode? I really want that root motion to work, so I need to use Animation Tree.

Bocchi changed the title to Help needed with AnimationTree .

Well I figured it out.

For anyone also trying to figure it out, here's some explanation how to work with this:
First of all - make sure your AnimationTree Node has properly setup information from which node all transitions will get information (Advance Expression base node).
This is important, since Expression evaluation will look for variables and stuff from this node. You can use custom values from your own classes extending base engine nodes.
Other than that logic in expressions is evaluated same as if we typed them in code.

This way you can control transitions using more than one condition variable.