FBX SDK Programmer's Guide > Animation > Blending Animation >

# Using the Blend Modes

The blend mode specifies how the animation in an animation layer is blended with the animation in the preceding animation layers of the animation stack. The following table explains the blend modes:

Mode | Description | Example
--- | --- | ---
Additive | The animation layer adds the animation to the preceding animation layers in the animation stack. The preceding animation layers must affect the same FBX properties. | If AnimLayerA and AnimLayerB both contain animation curve nodes that control the X translation of a FBX object, the resulting X translation is the sum of the X translation values in both the animation layers.
Override | The animation layer overrides the animation in the preceding animation layers of the animation stack. The preceding animation layers must control the same FBX properties. | If AnimLayerA and AnimLayerB are in override mode, and the X translation of a FBX object on AnimLayerA is 10, and on AnimLayerB the X translation is 15, then the resulting X translation of the FBX object is 15.
Override-Passthrough | Unlike, the override mode that completely blocks the animation in the preceding animation layers, in the override-passthrough mode, you can control the opacity of the animation layer. The preceding animation layers must affect the same FBX properties. | If AnimLayerC is in the override mode, then it is completely opaque and blocks the animation in the preceding animation layers. However, if AnimLayerC is in the override-passthrough mode, you can control the opacity of AnimLayerC by setting the weight value.

#### See Also

- enum FbxAnimLayer::EBlendMode

- enum FbxAnimLayer::ERotationAccumulationMode

- enum FbxAnimLayer::EScaleAccumulationMode