Background
I was able to convert simple statemachines like this...
Into a BT looking like this (Notation describtion)...
root
sequence #After another
playAnimation name:idle
sequence
walks? # Breaks current sequence if false
playAnimation name:walk
sequence
runs?
playAnimation name:run
Goal
But how do we convert more complex multi-layered animation states into a behaviour tree ? How would such a BT look like ? The difficult parts here are transistions between the different states, something i couldnt solve in an BT.
Question
Is it possible to convert every statemachine into a behaviour tree ? What does the theory says and how does it look like in practice ?