Does additive layer blending work with Generic animation?

I have seen it is a bug with 4.3 in past threads, that additive does not work with Generic. I can’t find anything else on the issue to see if it was fixed with 4.6.

So is it still a bug that hasn’t been fixed yet?

I’m using additive layer blending in my project, with a generic rig character, in 4.6.1, without any issues that I have noticed.

Ok. I am using 4.6.2 as of now. Don’t know if I am just doing something wrong with the setup or version conflict.

It’s the same process as Override except there is no real animation data being exported out, cept the one keyframe at start to set the pose. Correct?

When I select Additive from the drop down the character just goes into his base pose, no animation playback.

I figured it out. (had some more help)

It was user error. In case someone else runs into this problem, which i am sure they will. Since Unity docs doesn’t describe this process at all.

I had my pose animation end and begin with the same pose, like an looping idle animation. I only had 2 key frames, beginning and end. First frame had my key pose (Holding hand up in the air) that i wanted to overlay on top of the idle. Naturally. The last pose is the same as the first. Since there was no other keyframes present in the timeline.

Additive doesn’t like this creation method., so that is why nothing happened in Unity. You need to have a start pose that is your generic base pose (hands down to the side, relaxed pose) to start from and the end pose which is the pose you want to use as the additive pose (holding your hand in the air). I assume you can do this with two keyframes, cutting down the file size.

The engine will then allow you to control the weight between these two poses in game, choosing the “holding hand up in the air” pose at run time with code (I assume). Moving the hand in the air with the idle animation on base layer.

3 Likes

Thanks for the follow up solution post @Jself . Very helpful for future use.

What was the reason you choose generic instead of humanoid, with a humanoid character? - If it is a humanoid character.

Generic allows for squash and stretch of the bones, and that is something i need to utilize. That is one of the reasons.

As I have said though. Generic and Humanoid both are great systems. It just depends on your project needs in which one to use.

1 Like