Gah. It always amazes me the little things that crop up in DBP/GDK that slip in under the radar. That would've been pretty handy several months back. However the problem isn't to do with blending two animations together for different limbs; it's to do with blending between different frames of animation. i.e. Blend from a running to a jumping animation smoothly, without the sudden leap between frames.
In DBP, I always used to stop the current animation, set the animation frame to the start of the new animation, let DBPs interpolation smoothly blend there, and then start playing the new animation. The problem with that is, it's really not that great a mechanism, plus DBPs interpolation happens on a per sync basis, so it's not frame rate independent.
The crux of it is, Enhanced Animations has one simple excellent command:
EnAn_oacSetInterpolFrame(oac,limb,animation1,frame1,animation2,frame2,interpolation,excludeChildLimbs);
With this one command, I can set the character frame to any frame of animation (frame rate independently), then blend in another animation, which could be running at a different speed entirely, and control the blend speed with the interpolation value, again independent from the frame rate. It's really simple, it's really effective, and it doesn't work!
I'm going to put a demo together now and email it to poor old Ron and probably destroy his weekend. Thanks for digging that out though Matty. If nothing else, it's entertaining to see yet another hidden DBP engine command I didn't know about.