Statemachine to behaviour tree? 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 ?