So ive been expereimenting with custom rigs, and decided that metahuman blender rig is the optimal way to animate a character. The IK/FK bone helpers are already set up, intuitive to use.
The problem i faced that when you export the character with animations, the animations/skeleton has those IK bones and helper bones, that like doubles or triples the bone count in the "Edit filter" where you can filter bones in AnimationTree
Then i noticed that i can export def bones and limit the amount of bones to minimum.

And now in filter there are only the bones that deform.

Now the next gripe is that you cant multi select bones and have to click through each bone to select/deselect.
Now, im trying to decide what AnimationTree node setup to use.. many ways to do things like using statemachines or blend trees.. not sure what would be least resistive path for some basic but extensible animation.
Kinda leaning on NodeBlendTree. But not figured out how to have Jump sequence - jumpstart > ascend> midair> land. Midair and land could be blended like walk and run, but jumpstart and ascend that needs to play in sequence?.. Multiple one_shots?

Another gripe with animationtree is that you cant copy/duplicate nodes inside the node editor. This is super frustrating..
This guy is going through his journey on how to do things.. need to soak this in