Quick answer: Author the additive clip relative to a reference pose, use an Add2/Add3 node fed a true additive animation, and verify the base pose matches what the clip was authored against.

Your aim-offset layer bends the spine twice as far as intended. The clip feeding the Add node contains absolute poses, not deltas, so it stacks the whole pose onto the base. Making the layer truly additive fixes the over-rotation.

How to fix it

1. Feed the Add node a delta clip

An Add2/Add3 node expects an additive animation containing only the difference from a reference pose; bake your aim or lean clip as a delta against the neutral pose, not as a full pose.

2. Match the reference pose

Ensure the additive clip was authored against the same base pose the layer blends over, otherwise the offset is computed from the wrong origin and compounds.

3. Control the blend amount

Drive the Add node's amount parameter between 0 and 1 and verify at 0 the base is untouched; if the base already shifts at amount 0 the input clip is not additive.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.