kuligs2
Oh in that case I did this awhile ago.
https://godotforums.org/d/30611-gd4-using-animationtree-to-blend-animations
I think @Tomcat got some tutorial as well.
I prefer animationBlendTree as root animation but animationStateMachine is also popular.

What my player's animationTree looks like:

For quick starter I have 2 player animations when on Floor state:
"stand-walk-loop"
"stand-idle-loop"
I added a node type "Transition" for my states ( floor, air, crawl,.. )
I added a BlendSpace1D node and named this node "idle_walk".

When you click BlendSpace1D's Open Editor you can see I placed the 2 animations like this (the 2 dots):

The position of the "stand-idle-loop" dot is at 0.0 and "stand-walk-loop" dot is 1.0.
So you can see that BlendSpace1D's values (0.0 and 1.0) as the 2 animations.

I then code the change of the value:
if direction:
anim_tree.set("parameters/idle_walk/blend_position",0.1)
else:
anim_tree.set("parameters/idle_walk/blend_position",0.0)
Some animation nodes offer automatic blending from the properties menu. You can also add and mix any type of animation node to your root tree. Each one offers different style of animation blending, depending on how you like to use them.
That's my basic set up. I then keep adding animations and expanding the animationTree with states like in Air, Crawling, Crouching...etc.
I'd say learn how each animation node works first (try blending them with 2-3 animations) then you will be able to set up your own animationTree. It could get messy if you try to dump like 15 animations in a tree without planning. (currently I have 25, there will be more)
Once you got the hang of it, it's really fun to work with. ๐