Is there a way to stack NLA strips so that they blend in an “additive” way?
When multiple strips are played together on a common object/bone, their actions combine, but not additively. It behaves more like an average or a blended interpolation, which leads to incorrect results. Typically, when an object is animated so that each axis (rotation or translation) is controlled by a separate NLA, the combination leads to (approximately) half the plain animation range.
That’s the main limitation to complex custom character animation at this point
Blending options in blender seem to have no effect in the sim.
I just tried one more time to be sure, but none of the different options resolve my problem.
My scene is as follows:
A stick bending on the X axis (see how it bends at max) and same on the Y axis, both axis on one separate NLA
The bending is something like halfway to its theoretical (in blender) maximum
If I disable one axis (=> deleted from my xml behaviors), the remaining axis works fine but as soon as the other one is re-enabled, it goes as above.
Indeed it probably is not a bug but a very limiting (lack of ?) feature.
Also as blending modes do have effect in blender and not in the final GLTF, we could think that the exporter is in fact involved in this problem ?
Unfortunatly, we don’t support additive interpolation in game. In fact we support only “linear” interpolation following the gltf format. If you want to have it in your export you need to bake the position in an animation.