Im using AnimationTree and tree-root AnimationNodeStateMachine
and make 2 statemachine on there "Idle-Run" and "Attack"
on state "Idle-Run" i have 2 animation "Idle" and "Run"
and on state "Attack" i have 3 animation "Attack_1", "Attack_2" and "Attack_3"



this script:
var anim_state = $AnimationTree.get("parameters/playback")
var idlerun_state = $AnimationTree.get("parameters/Idle-Run/playback")
var attack_state = $AnimationTree.get("parameters/Attack/playback")
func _process(delta):
anim_state.start("Idle-Run")
if Input.is_action_just_pressed("Attack"):
anim_state.start("Attack")
attack_state.travel("Attack_1")
if Input.is_action_just_pressed("Attack_big"):
anim_state.start("Attack")
attack_state.travel("Attack_2")
if Input.is_action_just_pressed("Attack_ultimate"):
anim_state.start("Attack")
attack_state.travel("Attack_3")
else:
idlerun_state.travel("Idle")
But im have error on debugger:
E 0:00:01.659 process: Can't travel to 'Idle-Run' if state machine is not playing.
<C++ Error> Method failed. Returning: 0
<C++ Source> scene/animation/animation_node_state_machine.cpp:327 @ process()
When im using condition: if anim_state.is_playing():
i get error warning screenshoot

how to correctly call Attack statemachine and play animation Attack_1, Attack_2, then back to the state Idle-Run and play Idle or Run again.