I have what I believe is a very simple bug to reproduce, which I created a bug report for, but support is pretty much saying "as designed/we have no other suggestions for you". I have two animations. A run-Left and a run-Forward. Both travel at 10 m/s Case 1 (works) Using Unity's default humanoid, blend these to animations in a blendTree. Run at 45 degrees. ie 50% blend of both animations. Result == Character moves at 10 m/s after blending. Case 2 (bug/bad design) Same setup at case 1, but in the animation import reference a motion node to define the velocity. result == Character moves at 7.x m/s after blending result == foot sliding and inconsistent character movement speed. It's obvious to me that the transform of the motion node is being linearly interpolated between the two animations. I believe this to be an edge case that's not properly handled in unity (hence the bug status) If an object is defined as a motion node for a character, then it's blending should be a special case to ensure the velocity is properly preserved when mixing animations. Yes, Unity Support, you have run out of suggestions for how I can fix this on my side, because I can't fix this on my side. I don't understand how this hasn't been brought up before/or hasn't been addressed. What am I missing?