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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.