I tend to sometimes search for new ways to do things and I found recently something called Identity poses.
Maybe I searched poorly, but I couldn’t find any documentation for it.
Can somebody have a some usefull links or quick explanation for those nodes?
I think the additive identity pose is an additive pose with zero additive movement. This is useful for an aim offset where you want the no additive effects when looking straight forward (just add an anim at zero yaw with the additive identity pose)
After reviewing the source code, I figured out how it works. Essentially, it returns an AdditiveType pose. Unlike a LocalSpace pose, it contains the additive transforms of fixed bones. The pose returned by this node is something like a ‘zero’ type additive pose. You can regard it as empty additive pose.
E.g. you want to branch an additive source, if the condition is true you apply an additive Animation Sequence you made, if false you want it to do nothing. All you need to do in this case is to use the Additive Identity Pose
(It’s just an example, it’d be better if you just parametrize the additive node’s alpha for that, but I think it helps to better understand what it does ^^)
Otherwise, what you’d typically end up doing if you didn’t know about this node is: duplicate the base/bind pose Animation Sequence for your skeleton, make it additive, and use it as the base additive pose in your Animation Blueprints