I understand your concern about the transitions looking awkward between animations. Let me help you with some better approaches than creating many short transition animations.
Understanding Mix Duration
The visual issues you're seeing during transitions are likely due to how bones are interpolating between different poses. When you use AnimationState to transition between animations, it automatically blends them based on a mix duration. Mix times are often quite short - just long enough to get smooth interpolation without snapping, but not so long that things look odd.
Better Approaches
Instead of creating many transition animations, here are some recommended solutions:
1. Adjust Mix Duration
Try using shorter mix durations in your runtime. Sometimes a very quick blend (like 0.1-0.2 seconds) can prevent the awkward in-between poses from being too noticeable.
2. Create Strategic Transition Animations
Rather than making transitions for every possible combination, you could create a single "turn" or "pivot" animation that works for direction changes. For example, Spineboy has an idle-turn animation specifically for changing direction. Here's how it works in practice:
Video showing transition animation example
3. Time Your Transitions
If certain poses in your movement animations look better for transitions, you can track when those poses occur in your animation loop. When the player changes direction, wait until the animation reaches that point before transitioning to the new direction animation.
4. Use Additive Blending (Advanced)
For multi-directional movement, consider using additive animation blending. You could have separate animations for different directions on different tracks with additive blending enabled, then adjust their alpha values based on movement direction. This can create smooth directional changes without needing many transition animations.
For Godot Implementation
When you import into Godot, you'll use AnimationState's set_animation() to switch between animations with automatic mixing. The mix duration controls how smooth the transition is. Test with different mix duration values to find what works best for your character.
I'd recommend starting with adjusting mix durations and possibly adding one or two key transition animations (like a turn animation) rather than creating transitions for every combination - that quickly becomes unmanageable and requires redoing work whenever you modify your base animations.