I’m looking at Lyra’s main animation graph. I wonder why it plays upper body animation by both means of Layered blend per bone, and means of Additive.
Take reloading as example, in montage, it play through both UpperBody slot (for Layered blend per bone) and UpperBodyAdditive slot (for additive).
To prove it, I tried deleting either one of the branch while keep another one, it still works with no apparent difference.
Why not simply use one slot to receive all upper body animations?
Also, other actions, like firing the weapon, don’t use any of these two slot. It uses the slot FullBodyAdditivePreAim at the end.
Why do similar behaviors use difference techniques?