Is this how additive animations are meant to work?

I am not sure if I understand additive animations correctly.

I have an animation that is static (1 frame), in the pose of someone skateboarding as follows:

And I have an animation that is an “idle” animation:

And i think I have set up the additive settings correctly:
image

I want to add this idle animation to the skateboarding animation so that it has some movement to it and doesn’t look static. But when I set it up in an animation blueprint it acts more like a blendspace. This is what I get:

I thought it would just take the relative changes in the bones and apply them on top of my base pose. Resulting in my still skateboarding animation having some movement. Am I using this wrong?

Hey @Buzzcore!

What goal are you trying to accomplish here exactly? What is the desired effect you are trying to achieve? Are you trying to have the characters body turn after pushing? Right now it is a bit unclear.

In the meantime though, here is a great non-Epic related video that covers a lot on setting up the topic to double check your work and see if there is something useful to possibly help:

Any additional specifics or information you provide will go a long way in solving your problem!

Open addictive “skate” animation - Addictive Settings:
Additive Anim Type: Local Space
Base Pose Type: Selected animation scaled (or Selected animation frame, i didn’t found any differences) → Select you “idle” animation. (yes, idle, not skate, not 1-frame pose).

In AnimBP:
Idle - base animation
skate - addictive animation

BUT it’s not always working perfect, maybe foot go through skate or hand through body or other cyberpunk2077-weird-animation ))))