Flywheel Character

A simple example of…

  1. Hands kinematically animated, following the animation exactly, up to when they release
  2. Soft joints, i.e. the translate limit has a much lower strength, letting joints separate slightly as he’s getting pulled into the machine and compress slightly as he smashes into the ground
  3. World-space guides, to align the head to an exact worldspace angle, regardless of what the rest of his body is doing. Same goes for the hand

Here’s what the underlying input controls looks like.