Overview Animations can be used as absolute or additive. When absolute animations are set to control the same bones, each will compete and influence one another. Additive animations can circumvent this issue by having priority of their respective region so as not to conflict with other animations. Additive Animation The Additive Animation calculates the delta, or the displacement value, from their starting position of the base animation and the current animation. You can then apply the difference of delta to any base animation with an Additive Animation. With Additive Animations you can create different permutations of animations by applying this delta to different base animations. Two necessary components are needed to create an additive animation. The Current Animation is the animation you wish to add to a base animation. The Base Animation is the foundation animation form which delta can be calculated. Which base animation is selected can change how the delta is extracted. Additive Animation Type This decides what kind of additive animation you want to use. No additive: This animation is not additive and will compete with any other animation data present. Local Space: This animation is additive and delta is calculated using the local space. This is the most common option for additive animation. Using the local space as reference the additive animation can implement delta, to smoothly incorporate the additive animation data onto the existing location of the properties. Mesh Space: This animation is additive and delta will be applied in component space. This is required for Aim Offset because aim offset should be applied in component space. There are many different ways to obtain the base animation pose to which the additive animation can be derived. After selecting which additive animation type, the options are as follows: Skeleton Reference Pose: will use the current skeleton's reference pose as the base pose. Selected Animation Scaled: will use a whole animation sequence as a base pose. BasePoseSeq must be set. Selected Animation Frame: Use one frame of an animation sequence as a base pose. BasePoseSeq and RefFrameIndex must be set (RefFrameIndex will be clamped). Frame from this Animation: Will use one specified frame of this animation as the base pose.