When applying an additive animation in the animation graph, you use a node called Apply Additive. Using an alpha value between 0.0-1.0 behaves as expected. Using a value outside this range causes no behaviour. I believe that being able to set the alpha past 1.0 and overdrive the pose will open up for animations tricks, as presented in the GDC Presentation by David Rosen (Wolfire). In the video below you can see me recreate one of these tricks in UE4, I do however need to apply the additive nodes twice to be able to go past the value 1.0 and overdrive the pose.
I used additive poses because I can’t seem to find any other way to overdrive a pose. If we could either overdrive an additive pose, or get access to animation pose strengths directly, maybe messing with the euler values, I think it would be awesome!
p.s.
I would not say no to extra easing functions in Blueprint either. We currently have FInterpEaseInOut, having a kit of these would open up a lot of cheap but fancy tricks.
d.s.
Hey, Sorry to bring up an old thread but you’re still online so I might as well. I’m tryna implement the overgrowth system myself but hit a brick wall when it became clear unreal doesn’t have a way of ‘overblending’ an animation. For example I’m wanting to add that ‘bounce’ when the character goes into a crouch. I watched your vid butt couldn’t really understand how you managed it and wondered if you might walk me through it a bit.
You get the bounce by scrubbing your animation time back and forth. In the first video I use a timeline to control the output time (the scrubbing) for the animation. You can do the same with easing functions, which typically takes time between 0-1 and outputs values around the same range. But it does so with a sway of different kinds.
You’re practically doing the same as dragging the video timeslider when playing a video on your computer. In this case, you’re using a timeline or a mathematical function to do it for you.