It seems like you are experiencing issues with using SkeletonMecanim and Unity's blend trees, where the animations are overlaying each other incorrectly. This could be due to how the animations are being handled in the blend tree setup. One potential issue is that the animations might not be intended for blended playback if the skeleton was created with separate skins per direction, as mentioned in the context. This can cause animations to look strange when played back with partial weights. To address this, ensure that your animations are compatible with blending and that the blend tree is set up correctly. You might also want to check if the animations are being applied correctly in the SkeletonMecanim setup and that the transition configurations in your Mecanim state are correct.