hmm, i took a look at it, this is what i think;
DefaultConditionState
Model = AIRngr_SKN
IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDA
IdleAnimation = AIRngr_SKL.AIRngr_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
TransitionKey = TRANS_Stand
End
ConditionState = REALLYDAMAGED
IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDC
IdleAnimation = AIRngr_SKL.AIRngr_IDD
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End
TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_SA2SB
AnimationMode = ONCE
End
From what i can see, the transition key is like a nickname for that condition state. So, in this one, ConditionState = REALLYDAMAGED is nicknamed TRANS_StandInjured. Basically, when switching from one conditionstate to the other, is where TransitionState comes in.
i think one transition state is used for both going from TRANS_Stand to TRANS_StandInjured, and the other way around. Not sure about that part though.
As far as animating when going from water to land, i think you can use transition states between the DEFAULT and OVER_WATER condition states. If you try and use a transition state for that you'll also be able to see if the transition state works both ways as i was thinking above.