I've started working on a little game project thing. Here are some early locomotion blend tests.
Figuring out how to scale animation play rates in a Unity blend tree was a bit tricky, in this case I'm using a blend with one blend each for my walk and run, and basically controlling the length of the clip instead of the rate.
I've also worked out that it's possible to control the 'speed multiplier' of the whole blend tree using my basic 'speed' parameter if I adjust the animation speed rates in the blend to compensate. So for a 4 m/s run animation, using a speed threshold of 4 and an animation speed of 0.25, meaning when speed is 4, it'll blend 100% to the run animation, and it'll play back at it's normal rate (4x0.25). Both methods are a bit clunky, but hey, less foot sliding.