Skip to main content

Animation Blending Modes

You may have already noticed that in the basic animation syntax introduced in the first section, there is still one parameter left unexplained:

[offset] + [duration] / object.MQuad(x => x.member, startValue, endValue) - [blendingMode];

The final blendingMode parameter. By default, the animation blending mode is set to Default.

Additive Blending Mode

When using this blending mode, the animation's start and end values will be added on top of the current property value of the target object during playback.

For example: if the ball’s current position is (2,3,3), and you apply an animation from (0,0,0) to (6,6,6):

  • Under the default Default blending mode, the ball will move from (0,0,0) to (6,6,6).

  • But when using Additive blending mode, the ball will move from (2,3,3) to (8,9,9).

Here's how it looks using the default blending mode:

0.5f / ball.MQuad(x => x.position, Vector3.zero, Vector3.one * 6f);

And here's the Additive blending mode version:

0.5f / ball.MQuad(x => x.position, Vector3.zero, Vector3.one * 6f) - BlendingMode.Additive;
warning
  • Animations using the Additive blending mode must have a defined start value.
  • When resetting, animations with Additive blending can only revert to the recorded property values at the initial playback time, ignoring the animator’s reset mode settings.