Quick answer: Author or import the additive clip as a delta relative to a reference pose, or use a reset/rest pose difference so only the offset is added onto the base.
Additive nodes are meant to add a small delta on top of a base. If the character distorts, you are feeding a full pose into the add input. Here is how to make it additive.
How to fix it
1. Feed a delta, not a full pose
The additive input should be authored as the difference from a rest pose. A normal animation contains absolute bone transforms that double up when added to the base.
2. Set the blend amount
Control the additive node's add_amount parameter. At 1.0 the full delta applies; lower it to dial back the layered effect if it is too strong.
3. Verify against the RESET pose
Make sure your additive clip was built relative to the same RESET/rest pose your base uses. A mismatched reference is what produces the constant offset you see.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.