[BUG] Additive layer offsets the rotation of non-humanoid bones
complete
Steviation
When animating non-humanoid bones on the additive layer, like my avatar's wings and tail for example, their rotation ends up offset from how they appear in the Unity editor. A current workaround is to duplicate the provided Locomotion Layer example and add new layers below it, but the AV3 walkthrough and documentation imply that this shouldn't be necessary.
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Tupper - VRChat Head of Community
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[FEEDBACK] [BUG] Additive animations do not work correctly
MrBrightside
I'm currently experimenting with the additive animations through the radial menu. I have created a mask so it only animates specific and unique bones that are connected to the armature. When the animation is played, the bones are animating correctly but they're all offset whether its humanoid or generic.
Everything works fine inside of Unity but in VRChat, everything is offset.
Tupper - VRChat Head of Community
updated the status to
complete
Additive should only be used in cases where the bones you're "adding on to" are animated in Base-- by default, only your Mechanim humanoid bones. Since your tail/wings are not animated in Base, you're adding on to nothing, which will result in strange behavior.
Short answer: This isn't a bug! This is us not providing proper documentation. Use Gesture instead for non-humanoid bone "idle" animations.