Hi Flexman. The problem was me and maybe a bug or sort off bug.
My character model is included in the Scene file (.sbx) and is just a mesh with a skeleton i a T-Pose.
My intention was then to load each animation from separated gmf-files using LoadAnimation.
I have no LOD files.
My first problem was that did not understand they way blending works. Blending is used to switch betweem the different animations.
They was I did it was wrong so I ended up having alla animations blending turn on at the same time, with very strange results.
Now the code ensure that when I select a new animation the old blending is turned of, and that solved that problem
My second problem was that LoadAnimation did not work as expected.
int seqNo = LoadAnimation( characterEnt, "abstact::idle_anim.gmf" ); // this animation will cause at totally distored model when used
The solution that macklebee came up with was
int seqNo = LoadAnimation(GetModelLODEntity(characterEnt,1),"abstract::idle_anim.gmf") ;
int seqNo = LoadAnimation(GetChild(characterEnt,1),"abstract::idle_anim.gmf");
Taken those things into concideration everything works fine now