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
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.
Is it possible to convert every statemachine into a behaviour tree ? What does the theory says and how does it look like in practice ?