The idea is to keep the rest of the blend tree hierarchy and just remove the parent blend tree that is no longer in use.
I created an editor that works with the animator window to do exactly what you are looking for. It has drag and drop support for re-structuring blend trees, and a template system for saving off blend trees that you want to re-use. Check it out here: https://assetstore.unity.com/packages/tools/animation/anim-tree-editor-161217
No need to waste 25$ on this. My bad, my previous answer (that I deleted) was wrong: select the state that contains the blend tree, remove the "motion" in the Inspector. Corrected image:
$25 bucks spent on solving a huge workflow issue with blend trees and animator controllers is hardly a waste of money... Either way your proposed solution doesn't really solve the problem. If you remove the blend tree from the state it will delete the entire hierarchy, including the child blend tree that they want to save. Short of hand coding a script to delete the parent and re-add the child blend tree to the state, there is not a solution here that the existing editor toolset provides. Which is where my editor comes in, along with bunch of other time saving features.
Indeed but it wouldn't take that long to remake it. I'm not trying to diminish your efforts; I'm sure you'll have success.
LOL......are you not seeing that your solution just brings more hardship to what was initially the problem.....I think GarveySoftware is a genius.
You don't need to do that, I explained that my post was wrong, that I deleted it and posted the right solution. Maybe you should pay more attention when you read.
Right!! Paying attention when I read is something I need to work on mahn fr...thanks for pointing out the problems I have and telling me how to go about them it means a lot to me honestly. You're the best.