In a game with a complex animation system for a player, when using an animation blend tree, would one tree be used for all possible animations? Or would there be, for example, one blend tree for idling, one for walking/running, one for punching, kicking, or whatever moves there are? I've created a binary animation blend tree system which is pretty flexible but I'm not sure I should be making it so complex to contain all of my animations.
And also, how does the animation state machine relate to the blend tree?
Thanks