How to use additive animations?

Trying to get my gun to use the additive animation system in Unity, however nothing happens when the animation is triggered so I must be doing something wrong.


The AnimationController has three layers, Slide, Trigger and Magazine:

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All three layers are set to additive, hence the A next to the cogwheel.

Each layer has the animation nodes which move that specific part of the gun, so the Trigger has a TriggerPulled and TriggerReleased animation node. The TriggerPulled animation simply pulls the trigger as if a person tried firing the gun, and TriggerRelease releases it into its default transform. The nodes for the Trigger looks like this:

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The transition parameters for each transition going to a animation node is simply a trigger representing the state of that animation node. In this case the triggers are called triggerPull and triggerRelease. The transitions going from a animation node to the Idle node has no parameters.

The transitions from a animation node to the Idle node has exit time checked, but the ones going from Idle to a animation node does not.


The script is pretty simple:

using UnityEngine;

public class WeaponAnimTesting : MonoBehaviour 
{
    Animator animatorComp;

	private void Start () 
	{
        animatorComp = GetComponent<Animator>();
	}
	
	private void Update () 
	{
		if (Input.GetKeyDown(KeyCode.H))
        {
            animatorComp.SetTrigger("triggerPull");
        }
        else if (Input.GetKeyDown(KeyCode.J))
        {
            animatorComp.SetTrigger("triggerRelease");
        }
	}
}

What am I doing wrong?


EDIT:

More information was requested, so will add them here.

The rig inside of Blender looks like this:

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And in Unity the rig hierarchy looks like this:

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When previewing the TriggerPull animation in Unity it plays fine:
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The Unity inspector of the pistol object looks like this:
alt text

Moving the bones in Blender is also working like it should (afai)
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Here are all 3 layers in the AnimationController for the pistol: (only 1 is actually used)
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Turned out I added the wrong animations to the animation controller nodes. Changing them to the correct ones worked. :slight_smile: