I have set the animation assets to additive local-space already (as you can see in my video).
When you say:
Could you let me know where you can find this ‘blend mode’ in sequencer? I’m seeing this in regular transform animation but not in skeletal mesh animation.
I think the probelm is your base settings and what you expect them to do VS what they are and what epic thinks that means.
As such, you probably need to file a few bug reports to even get this acknowledged.
And you’ll likely just be told: “though tritties. We at epic do whatever we feel like.”
Do you mean the settings in my base animation asset? If so would you mind clarifying which settings?
I’m not sure it’s as much a bug report as it is a request for a new feature, to be honest. I’m sure the A+(B+C/2) behaviour has its place and there’s no point drastically changing the behaviour now as I’m sure that would mess with many people’s workflows.
I think what’s needed here is adding skeletal animation as an additive track in the same way that you can set a transform track to be additive.
I like you would think that Local space means A + B + C is all added up.
Apparently Epic thinks different.
(You aren’t the first one to say so in the forums either)
Try world space or anything else that isnt local to see if any of the changes make it work the way it should in the first place first.
If that doesn’t do it, a bug report is in order (probably is either way).
Also, check out the anim graph node settings as well.
Its possible they aren’t set to additive or the animation they blend isnt set to additive or … well, there’s settings in there too which can be the problem (including another local space setting).
There’s setting on:
The animation itself.
The animation node in the graph.
The blend node in the graph.
And Sequencer.
If any of these are set to not be additive, thats probably how you get the avarage of B+C in the mix maybe (im still concinced its a bug predicated on Local space not meaning to epic what it means to humans).