Description
Thanks again Daniel for sharing this excellent demo - one thing that jumped out while tuning sim/adjustment is how distorted trajectory futures become. I expect this is not avoidable if you want correction but wondered if you had any thoughts/guidance on it?
With rotation correction turning the root faster or slower than the animation your future position features become deflected (of course they are, because they are stored relative to the queried animation frame) - for our content this means my 180 idle-to-jog get tossed out in favor of visually worse 'turning jogs' because of this deflection. Intuitively it doesn't seem like a benefit to matching quality, the future positions are not actually deflected in the animation (the turn 180 stays along the axis).
I can iterate with animators to more closely match the sim of course to reduce the harm but I wondered if you've already put thought into this?