Best practice for additive animations?

You could use blendspace animations. If your additive animation holds a pose similar or the same (besides what you’re changing) to that which you’re trying to add to, it will work perfectly.

Hello,
I’m working on a game on which I’ve made various animations for a character’s run, attack, jump and so on. In the game, when the character picks up a weapon, depending on the type of the weapon I want to apply an additive animation so that the character poses like its holding a sword, hammer etc.

I’ve made an additive animation for holding a sword, which simply only changes the direction of the character’s hand that holds the weapon. But for that animation to work on my idle pose, I have to change its additive settings to BasePoseType → my idle animation. Now I can Apply Additive within the Anim BP’s Idle State and the character will correctly play an additive on top of the idle when holding a sword.

But now the problem is, I have many different states, all of which would still need this additive to be played. Since the original additive that I made uses BasePoseType = idle, it doesn’t work on other animations like walking or running. This would force me to make an additional additive for every animation that I have and Apply this additive on almost every State my Anim BP has. And this will only get worse with more animations and more weapons.

I read that Animation Montages that are additive also handle this very well so I tried it. But now the few states that I “dont” want the additive will also play the additive (like attacking).

Is there any way to make this work without having to create lots of additive animations for every weapon and every state that needs the additive? Or maybe my approach is wrong and there is a better way of doing this altogether?

Thanks.

How would that help with various other animations and states? Wouldnt I have to make a blendspace for every animation like idle, walking, running and so on?